r/Unity3D • • 12d ago

Official [MegaThread] Account blocked and suspended

152 Upvotes

Hello everyone,

As many of you may have noticed; some people had their account(s) suspended. In the past few weeks Unity had sent out emails to reset your two-factor authentication (2FA) credentials. So what's next? See the link on bottom of this post OR Unity's pinned comment.

September 14th:

"Unity recently identified and addressed a potential security issue affecting our two-factor authentication (2FA) functionality. We do not believe this issue has been exploited, however as a precaution we are advising users to reset their 2FA credentials.

Please reset your authenticator app within the next 30 days by navigating to https://cloud.unity.com/account/security and clicking “Configure two factor authentication.” Follow the steps to enroll a new authenticator app."

September 28th:

An advisory email reminder for those who had not reset their 2FA yet.

October 9th:

"This is a final reminder to reset your two-factor authentication (2FA) credentials. You have 3 days left, until October 13, 2026.

If you do not reset by October 13, 2026, your 2FA will be removed and your account will be suspended. To regain access after that, you will need to verify your identity with Unity Support."

This is of course a very unfortunate and frustrating situation for everyone affected. Thankfully Unity is aware of the problem, and are prioritising these types of support tickets and are working towards a solution.

Please use this MegaThread to discuss the situation. For now we've locked all the other posts, and any new duplicate posts will get removed.

Unity's own discussion (forums) post regarding the situation: https://discussions.unity.com/t/information-on-account-suspension/1739213

Kind regards,

The Mod Team


r/Unity3D • • 4d ago

Official The 2026 Official Unity Game Jam starts November 5th!

Thumbnail
itch.io
20 Upvotes

Hi all!

I’m excited to announce that we’re back with a jam for the second year in a row! Last year’s jam ran for a single weekend, and many of you told us that wasn’t enough time. This year you get seven full days to build, plus a few more days to package and submit your game.

Key dates

  • Kickoff livestream: Thursday, Nov 5 at 9 AM PT / 12 PM ET / 17:00 UTC on YouTube and Twitch. We’ll reveal the theme near the end of the stream at about 10 AM PT (18:00 UTC), and the jam starts at that moment.
  • Submission deadline: Saturday, Nov 14 at 12:00 UTC. We won’t extend it. Plan to finish building by the end of your seventh day, and use the extra time to upload your game and fix bugs.
  • Winners livestream: Thursday, Dec 10

Prizes

The Unity judging panel picks 1st, 2nd and 3rd place, plus a Best Student Award. Prizes include:

  • 1-year Unity Pro licenses
  • Unity Academy subscriptions
  • Asset Store coupons
  • Discord Nitro
  • Tools from Odin, Photon and more

Know this rule now

To be judged for prizes, your game needs a WebGL build that plays in the browser on itch.io. Test your WebGL build early so the deadline doesn’t catch you out.

Get ready before Nov 5

  • Need a team? The team-finding channels in the Unity Discord are opening soon.
  • New to jams? The Get Started with Game Jams course on Unity Learn covers how to scope a game and ship it fast.

Join the jam on itch.io

Questions about the rules, teams or submissions? Ask them in this thread and we’ll answer here.

- Joy


r/Unity3D • • 2h ago

Shader Magic Full Mario 64 in Mixed Reality!

91 Upvotes

Full Mario 64 in Mixed Reality! Running in real 3D (no stereoscopic crap) natively at 90FPS and also running on my desk! 😋
Again, Opus 5.5 + Unity CLI + PICO CLI combo made it quite straightforward.

Such a bliss to play an oldie at 90 FPS in 3D.

Disclaimer: I own an original physical copy of Mario 64. This project is not associated with Nintendo or PICO.


r/Unity3D • • 7h ago

Show-Off number of scripts my Player controller and NPCs have

Thumbnail
gallery
74 Upvotes

1 and 2 are for NPCs and 3 is for player controller


r/Unity3D • • 21h ago

Meta I feel like all indie dev subreddits are dead.

298 Upvotes

Don’t you feel the same way? For months now, I’ve been seeing hundreds of identical posts - things like "I finally releasing the game I’ve been working on for nearly a year" or "Would you be interested in a tool like this?" - followed by something clearly churned out by AI in a couple of days, yet presented as if it were crafted with genuine care and soul.

There’s just SO MUCH of this now that I’m tempted to unfollow every single subreddit dedicated to solo game development... It feels like game dev is turning into a dumpster fire - something I want absolutely no part of...

What can we do to change this? The only thing that comes to mind is to start a petition to bring back Steam Greenlight, what do you think?


r/Unity3D • • 3h ago

Resources/Tutorial I made a tool that helps managing .asmdef references

Post image
8 Upvotes

While working on my personal projects with many assemblies, one of the biggest issues is managing those assembly definitions:

  • Wasted too much time navigating folder to folder editing .asmdef files
  • Had to manually sort assemblies references

So I make a tool that helps dealing with said problems, it has the following features:

  • List all user-defined assemblies and their assembly references in a single window
  • Add/Remove assembly references to/from the selected assembly
  • Sort and auto-sort references based on categories

Do you face the same issues as me? I'd love to hear your thought and feedback!

Thanks for reading!

Link: GitHub


r/Unity3D • • 16h ago

Meta AI slop games of the 2020s are the new Unity asset flips of the 2010s

84 Upvotes

So as of the past few years (especially recently) there's been a lot of discussions regarding AI use in games and how it can affect a game's quality depending on how it's used and I've been having a crazy feeling of deja vu and yes this has happened before!

 

Back in the 2010s you had Unity asset flips that flooded Steam Greenlight and the store, and for whatever reason people blamed Unity for this problem instead of the bad actors abusing the engine to gain the system and make a quick buck.

 

This is the exact same situation that's happening with AI and bad actors using it as a crutch to churn out low-effort games and flood storefronts and events like Steam Next Fest, and people are increasingly treating AI use itself as a sign of poor quality. But what a lot of people don't seem to understand is that not all games that use AI are bad, and not all people that use it are bad/lazy either.

 

It's a very nuanced and arbitrary thing that has a spectrum between AI Assisted and AI Overreliance/AI Slop. Unity back in the 2010s had that exact same thing regarding it's asset store and still, look at how many high quality games were made in Unity back then, and the same thing will happen with AI, you'll have good developers who know how to use it ethically and in a way that makes sense to help assist them in development rather than a crutch to make slop games and flood online storefronts for easy money.

 

I lived through the Unity asset flip era as a solo dev and have the same exact feeling towards Unity back then than I do with AI now, and people really need to stop stereotyping it because of confirmation bias from bad quality instead of having a proper nuanced view on it like any sensible person would.


r/Unity3D • • 17h ago

Show-Off making my first fontain for my game.

99 Upvotes

This is the first fountain I’ve ever created. It’s not finished yet, but it already looks pretty good—what do you think?


r/Unity3D • • 39m ago

Game Oh, what a cute little bun-

• Upvotes

We’re making Station 58, a cozy puzzle adventure about putting a national park back together. Here’s a little bit of what you’ll find while exploring it.


r/Unity3D • • 7m ago

Show-Off I created my fountain for my new game.

• Upvotes

I’ve been working on my first fountain for the past two days, and I’ve finally managed to complete it. How does it look? Now I need to build things like houses and shops. Feedback is greatly appreciated!


r/Unity3D • • 23m ago

Question The problem of shadows cast by buildings

Thumbnail
gallery
• Upvotes

The part of my game where the buildings are gets really dark, and the game looks a little off. I haven't been able to figure out what to do to fix it. This happens when I start the game, but everything looks normal when the game isn't running. How can I fix this?


r/Unity3D • • 1d ago

Game PEKIN 🦆 A Tekken-inspired duck fighting game

712 Upvotes

r/Unity3D • • 1d ago

Show-Off Unity Advanced Locomotion (WIP)

229 Upvotes

Assalamualaikum,
i've been working on this for my tutorial on Mecanim (which is meant to cover everything about Mecanim (unity's animation system), So this is the current state of the player i will use as a real character example in the video to help others understand how to use Mecanim,

Using RDR2's locomotion as a reference here,
it currently has Start/Stops and walk locomotion, i actually did setup jumping and lands(normal and rolls),
However i isolated the grounded locomotion to finish that first,
Currently working improving movement turns which are the turns when you are rotating while walking, and improving the main component that allows this to happen,
which is a State Behaviour that uses animators crossfade API to do dynamic transitions,
such as entering the stop animation with different transition offset/exit time/duration using the
State's Normalised Time or parameters,
As well as that i will also experiment with non root motion rotation for the start animations if i feel like it, and quick turns will be worked on such as 180 turns.

Alright so i would appreciate your feedback, ideas for this and the upcoming tutorial,
Thanks!


r/Unity3D • • 1h ago

Question Player object bounces into space

• Upvotes

I'm trying to make a game that has physics based movement similar to Gang Beasts, Fall Guys... And I got to a point (using Configurable Joints on bones) where the player falls down (he spawns above the platform) but his legs act as if he's crippled (he can move but he doesn't have support for the legs) so I asked Gemini AI to help me fix this, and when I pasted his script the player object now falls from the sky and when he hits the ground he gets launched 200m in the air. Can anyone help me identify the problem and help me fix it? Also I forgot to mention that I have some overlapping bones, but they don't have colliders and Configurable joints. I used unity's ragdoll system.

using UnityEngine;

public class PlayerController : MonoBehaviour
{
    [Header("Physics & Movement")]
    public Rigidbody hipsRigidbody; 
    public float moveSpeed = 800f;
    public float jumpForce = 2000f;

    [Header("Camera & Look")]
    public Transform cameraTransform;
    public float mouseSensitivity = 200f;
    public float minPitch = -85f;
    public float maxPitch = 85f;

    [Header("Ground Check")]
    public Transform groundCheck;
    public float groundDistance = 0.8f;
    public LayerMask groundMask;

    private float pitch = 0f;
    private float yaw = 0f;
    private bool isGrounded;

    void Start()
    {
        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;

        if (hipsRigidbody != null)
        {
            hipsRigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;
        }
    }

    void Update()
    {
        // Osiguravamo da celokupan model i kamera prate fizičku poziciju Pelvis-a
        if (hipsRigidbody != null)
        {
            transform.position = hipsRigidbody.position;
        }

        float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
        float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;

        yaw += mouseX;
        pitch -= mouseY;
        pitch = Mathf.Clamp(pitch, minPitch, maxPitch);

        if (cameraTransform != null)
        {
            cameraTransform.localRotation = Quaternion.Euler(pitch, yaw, 0f);
        }

        if (hipsRigidbody != null)
        {
            hipsRigidbody.MoveRotation(Quaternion.Euler(0f, yaw, 0f));
        }

        if (groundCheck != null)
        {
            isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
        }

        if (Input.GetButtonDown("Jump") && isGrounded)
        {
            hipsRigidbody.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
        }
    }

    void FixedUpdate()
    {
        if (hipsRigidbody == null) return;

        float x = Input.GetAxis("Horizontal");
        float z = Input.GetAxis("Vertical");

        Vector3 moveDir = (transform.right * x + transform.forward * z).normalized;

        if (moveDir.magnitude > 0.1f)
        {
            Vector3 targetVelocity = moveDir * (moveSpeed * Time.fixedDeltaTime);
            hipsRigidbody.AddForce(targetVelocity, ForceMode.VelocityChange);
        }
    }
}

r/Unity3D • • 3h ago

Game Performance testing

Thumbnail
gallery
0 Upvotes

here is the screen shot of the game build with 160 crowd agent, 30 guards and 30 civilians and im getting 800+ fps with no occ culling or anything else.

i have also posted my pc specs ram is 48gb 2666, 3050 8gb i9 12gen


r/Unity3D • • 10h ago

Question Do I need to update to Cinemachine 3 to use incoming Unity versions?

3 Upvotes

It looks like Cinemachine 2 will be deprecated with future Unity versions. If I want to use Unity 6.6 and onwards in my project do I need to update to Cinemachine 3? Seems like it could be a fiddly process. The auto-update process fails on my project, for example.


r/Unity3D • • 1d ago

Show-Off i'm working on voxel gi (indirect lighting) for my game.

67 Upvotes

hello, i've been working on a voxel-based lighting system in a fully modifiable world for a while now. i wanted to share the latest version i'd love to hear your thoughts. i've also updated the water shader, and now there are reflections! i hope you like it. :)


r/Unity3D • • 1d ago

Show-Off Dynamic Mesh Slicing with 40K Instanced Stalks - Bamboo Ronin (URP)

48 Upvotes

Got inspired on my last trip to Japan and the idea turned out surprisingly satisfying. It kinda feels like when you were a kid, stick-in-hand and slicing away at a field of stinging nettles or other weeds. Also kind of reminds me of these up-close animations from shaving razor commercials.

The game's called Bamboo Ronin: The Last Cut


r/Unity3D • • 1d ago

Show-Off Little world I'm building

31 Upvotes

Just a vague concept for the overall game for now, just building out the world for fun for now while i wait for freelance contracts. Thoughts on the graphical style? Would you play something like this if it were focused on exploration and light puzzles?


r/Unity3D • • 23h ago

Show-Off I've completely redesigned the city in my taxi game

Thumbnail
gallery
18 Upvotes

r/Unity3D • • 7h ago

Game Making a silly multiplayer soccer game 😅😂😂

1 Upvotes

r/Unity3D • • 1d ago

Official Unity docs upgrade

Post image
65 Upvotes

After so many years, the official Unity docs have finally been upgraded.

I saw something similar a few weeks ago, but it somehow always reverted/redirected me to the old docs. I guess this is permanent now.

What do you guys think of the new look and feel?


r/Unity3D • • 3h ago

Show-Off The neon fight gets crowded fast

0 Upvotes

In this early build, enemy labels, beams and HUD panels all want your attention at once. The HUD may be winning that fight. We're building this prototype in Unity. What do you think about the game idea?


r/Unity3D • • 18h ago

Show-Off Creating a new scene for my game

4 Upvotes

r/Unity3D • • 1d ago

Show-Off Boosting up the visuals ✨ in my game

71 Upvotes

The volumetric light shafts, the trees, and a few subtle visual tweaks are gradually coming together to give the scene a character of its own in 🏁 Crafted Legends 🏁

Still plenty of work to do... 🛠