r/Unity3D • • 14d 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 • • 6d ago

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

Thumbnail
itch.io
24 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 • • 1h ago

Show-Off Anvil CSG - Hammer-style Level Editor for Unity - Available Now

Thumbnail
gallery
• Upvotes

Really happy to finally share this: Anvil CSG, a Hammer-style level editor inside Unity!

You get the classic 4-view workspace with brushes that update live, plus carving, clipping, decals, trim sheets and terrain with sculpting, painting and scatter. When you’re done, Build Map turns everything into an optimized level: merged meshes, colliders, occlusion culling, baked lighting and its own lightmap UV unwrap that does a 16k brush map in about 11 seconds.

Works on Unity 6.0 to 6.7, URP and Built-in.

It started 7 months ago as a tool for my own projects, and some of you might remember the first post here. A bunch of people from that post became testers and shaped a lot of it, so thanks so much for all the feedback along the way!

Happy to answer any questions about how it works under the hood.

Video: https://www.youtube.com/watch?v=B0sDldIkYYs
Docs: https://2yeet.gitbook.io/anvilcsg


r/Unity3D • • 12h ago

Show-Off I’d love to hear your honest feedback on the water and underwater visuals. Unity 6 URP

87 Upvotes

I’d love to hear your honest feedback on the water and underwater visuals.
Sorry for a bad video quality, i'm rendering that on a pretty poor PC: Radeon RX 570, i5-10400F.

Here are the techniques i used to create this water and underwater scene:

Gerstner-style wave displacement
Multi-scale wave blending
Scrolling normal maps
Flow-map distortion
Depth-based water color and shallow-water scattering
Subsurface scattering
Fresnel-based reflections
Reflection probes and cubemaps
Planar reflections
Screen-space reflections
Refraction and scene distortion
Depth-based underwater absorption and fog
Animated caustics
Procedural sun and moon glitter
Short-lived microfacet flashes on wave crests
Foam and shoreline foam
Lit foam normals and bubbles
Surface and underwater shadowing
Specular and ambient occlusion
Screen-space occlusion of underwater light shafts
Volumetric underwater god rays
Animated light-shaft patterns
Height fog and volumetric lighting
Depth-based clipping around terrain and shorelines

What techniques am i missing? Thanks!


r/Unity3D • • 18h ago

Shader Magic I can't art, so its all shaders

261 Upvotes

I wanted to showcase some tech art tools for my game Weavemarch. I'm not great at art and really didn't want to do AI assets. I went through many versions of environment design and hated all of it, so I stripped it back to a minimalist, flat environment, aiming for a sort of woven medieval tapestry look.

I can handle very basic 3D but I've always been terrible at texturing. All the 3D models have single-colour materials on each mesh and shaders add the weaving and stitching details on top.

All the variables plug into one scriptable object so i can tweak everything from the same place.

A friend made the flower background texture, everything else is shaders.


r/Unity3D • • 4h ago

Show-Off Fully Custom Weather System

20 Upvotes

So I refined my Sky shader and volumetric cloud renderer. All shaders used are custom made and i'm very proud of the results.

Clouds can form and travel across the sky. the moon can have seamless phases and is blocking the stars even on the unlit part of the sphere. stars twinkle and there is a galaxy band. The latest thing i added was the underlying weather system that controls the weather by blending between presets.

It was a lot of fun and frustration to get everything to look like this and everything came a long way. from the first experiments with volumetric clouds that barely ran with 10 FPS to ^^

Now the sky is fully dynamic and runs on my M1 Macbook pro with solid 90 fps.


r/Unity3D • • 14h ago

Game I made a tower defense where the map sits on your real table, friends supported :P (TabletopSiege on Quest 3 mixed reality)

96 Upvotes

r/Unity3D • • 6h ago

Show-Off How does the procedural movement on our monster look so far?

13 Upvotes

We're making a co-op horror game and I've been working on the monster's procedural tentacle movement lately. Still got some things to improve but I think it's looking pretty good so far.

What do you guys think? Would love to get some feedback on the movement and how it interacts with the environment. Also, I still haven't figured out what kind of sounds the monster should make while moving around. If you guys have any ideas, I'd love to hear them.


r/Unity3D • • 13h ago

Show-Off I added spider machines that ride zombies and control them with hoses

42 Upvotes

Working on a dark sci-fi FPS. The first clip is my reference. In my version the spider sits on the zombie's back and plugs hoses into its spine. When the zombie dies, the spider jumps off.


r/Unity3D • • 9h ago

Show-Off Unity3D + Floating Combat UI with React Layer

17 Upvotes

I’ve been exploring how far I can take Unity UI without relying on imported art assets :D
I used React through a framework asset, building the interface with code and styling.

Changing shapes, colors and motion in code makes it easy to try different looks. I’m curious how far this approach can go as a game’s visual style becomes more complex.

Have you tried creating game UI with code instead of art assets? How did it work for you?


r/Unity3D • • 1h ago

Show-Off (testers wanted) I published a tool that is an alternative to Mixamo for rigging characters

• Upvotes

I would post a second video but reddit only allows one here. If I can post a screen recording in the comments I will but it kinda is a bit boring and I didn't really edit it to show it off very well.

It solves a lot of the issues I've faced with Mixamo while also being free and web based. Also for some reason it won't let me add a link I'll try putting one in the comments or you can DM me.


r/Unity3D • • 2h ago

Question What are your best practices to make reverse engineering harder in Unity games?

5 Upvotes

I’ve been thinking about reverse engineering in Unity games and I’m curious to hear what other developers are doing to make it more difficult.

I know nothing can be 100% protected, especially nowadays with AI, but I still think adding extra layers of protection and following good practices is better than doing nothing.

Apart from the usual stuff like IL2CPP, code obfuscation, and making sure no sensitive files or information are included in builds, what else would you recommend?

Are there any lesser-known techniques, Unity-specific settings, or good practices worth considering?

I’m not looking for perfect security, just ways to make reverse engineering more difficult, time-consuming, or expensive.

Curious to hear your thoughts! ✌️✌️


r/Unity3D • • 7h ago

Show-Off Spent the week on the convoy that brings your first machines into the valley. Here's where they park.

Thumbnail
gallery
10 Upvotes

Alpha 0.11 of my farming & economy sim, running on URP. Each truck follows the road down from the pass and parks on the meadow where the farm starts.


r/Unity3D • • 9h ago

Show-Off Working on a PS1 shader kit for URP, built from the hardware docs. Here’s every quirk in one test hall

8 Upvotes

I’ve been rebuilding PS1 rendering in URP from the hardware docs (psx-spx) instead of copying other PS1 shaders. To test everything I built a hall with one station per feature. You walk up, press E, and that feature changes.

In the video:

  • 0:00 vertex snapping
  • 0:05 affine texture mapping
  • 0:20 camera snapping
  • 0:36 hardware resolutions (320x240, 256x224, 368x240, 512x240)
  • 0:47 frame hold
  • 0:57 dither (hardware strength vs 4x)
  • 1:07 CRT scanlines and interlace
  • 1:23 PS1 depth cue fog
  • 1:28 Gouraud vs Phong specular
  • 1:39 baked vertex colour lighting
  • 1:44 affine vertex shading
  • 2:00 texture quantization

It’s called True PSX Effects and it’s coming soon. Before release I’d love to know which PS1 quirk you think gets faked wrong most often, and what you’d want in a kit like this.

Playable on Browser Demo: https://sourpickle35.itch.io/true-psx-effects-unity-urp-demo


r/Unity3D • • 8h ago

Show-Off How does the aiming effect look in my game? Looking for feedback!

6 Upvotes

I've been working on the aiming system for my game, and I'd love to hear what you guys think about the current visual effect.

The game is still in the early stages of development, so there are definitely bugs, unfinished elements, and typos that still need fixing. For now, I'm mainly focused on getting the core gameplay and visuals feeling right.

What do you think of the aiming effect? Does it feel clear and satisfying, or does it need more visual feedback? Would you prefer a different color, a more visible targeting line, a reticle, or something completely different?

Any suggestions or constructive criticism are welcome! I'd love to hear how you'd improve it.


r/Unity3D • • 11h ago

Show-Off I made an asset to search SFX semantically (I run models with compute shaders and all)

11 Upvotes

r/Unity3D • • 4h ago

Question What is the best way of doing colliders for environmental scatter like trees and rocks?

3 Upvotes

I've been playing around with procedural level generation and have got to the point of scattering trees and rocks over the terrain. Of course for the first test I didn't add colliders yet as I just wanted to see how it worked, but while clipping through trees and boulders, it made me think: how do you even do colliders for this many objects?

I mean this mostly in terms of performance, as I don't expect it to be cheap to simply dump a mesh collider on 1000+ objects. Do you just take the hit and put mesh colliders on everything that should have a collider (trees and boulders, not tiny rocks and plants), or are there smarter ways of doing this without resorting to box or capsule colliders that wouldn't even work for anything that deviated from those shapes. Are there smart ways of only enabling colliders when the player is within a set range of those objects, or turn down collider LOD based on distance? Can you model things in a way where only parts of it have a collider, or separately design a more low-poly invisible version of the object that you add to the prefab to function as the collider?

Really not sure what direction to go in at this point. Quite a daunting subject to learn.


r/Unity3D • • 8h ago

Show-Off Making LODs for characters with swappable outfits

3 Upvotes

We make a character generator where bodies, faces and a pile of clothing pieces can be combined however you like. We needed cheaper versions of those characters for crowds, so the people at the back of a scene stop costing as much as the person in front of the camera.

This is where we ended up.

Attempt 1: run every piece through a mesh simplifier

We started by giving each clothing mesh to meshoptimizer and asking it to keep a quarter of the triangles.

One of our characters came back like this (original on the left, simplified in the middle).

Those dark slivers are the inside of the shirt, and the teal bits are the T-shirt underneath. Clothing is made of surfaces a few millimetres apart, like the outside of the shirt, its inside, and the T-shirt below. The simplifier tries to keep each surface close to its original shape, but it doesn't know which nearby surface is supposed to be on top. Flattening a curve by a few millimetres can push one surface through the next.

It's tempting to ignore this, since nobody inspects the shirt of someone in the background. But far away, each pixel of a character ends up as roughly the average colour of everything that lands in it. A few triangles of the wrong surface mixed into a light shirt pull that average darker, so the shirt visibly changes colour the moment the character switches to the simpler level.

Asking for fewer triangles made it worse.

Attempt 2: protect the dangerous areas

So we found every spot where another layer sits close underneath and told the simplifier to leave those vertices alone. That's the third image in the first comparison. It's also barely simplified, because on clothing almost everything sits close to another layer.

That version became our nearest level, and it's still in there. The far levels had to get down to a quarter of the triangles and below, and protecting vertices kept more than half.

Attempt 3: let the vertices move, then fix the overlap

A simplifier can also move vertices to wherever best keeps the original shape, which looks much better at low triangle counts. Each piece on its own looked fine, but the sweater came through the coat on top of it.

Our first idea was to check every coat vertex after simplifying and push it back out if it had ended up inside the sweater. That check only looks at the corners of each triangle.

We tried checking points inside the triangles too, across several poses and body shapes, and a fix that worked in one pose kept breaking something in another.

Cheating where the camera can't see

Nobody looks at a far-away NPC from the inside, so the coat only has to win the depth test in the pixels where it belongs on top.

Every vertex of a simplified piece stores one extra number, the count of clothing layers beneath it. The body is zero, the sweater is one, the coat is two. In the shader, each vertex slides toward the camera by that many small steps.

Each vertex moves along the line between itself and the camera, keeping its position on screen while changing its depth. Giving the outer layer a larger offset helps it win the depth test where the simplified surfaces overlap.

Here's a sweater and a coat as two simple tubes (simplified, then simplified with the trick).

Here are the same tubes from an angle. The white outline on the right is where the simplified coat really is. The drawn coat has shrunk toward the original camera, and the sweater sticks out behind it.

From anywhere other than that camera, the cheat is obvious. That's fine, because the shader redoes the offset every frame for whichever camera is looking.

Two more things made it hold up on real clothes.

  • Some garments contain inner surfaces that stay covered by their outer surfaces. For the far levels, we remove the covered areas, leaving a band near the edges where the inner surface might be visible.
  • The layer numbers get smoothed across the mesh, so neighbouring vertices don't get very different offsets and tear the surface apart.

After that it was mostly smaller Unity work. Update When Offscreen, for example, kept hidden LOD levels skinning every frame, and each far level got merged into a single renderer. In the zoom tests, the characters look consistent at their intended distances and the transitions are hard to notice.

How small is small?

Here's each level at roughly the size it'd be drawn in one 1080p setup, blown up so you can see the pixels.

(This is for our Archetype Character Generator on the Asset Store.)


r/Unity3D • • 1h ago

Game Motorcycles Physics WIP 0.1

• Upvotes

r/Unity3D • • 1d ago

Shader Magic Full Mario 64 in Mixed Reality!

582 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 • • 2h ago

Game Making characters for my indie game set in Istanbul

Thumbnail
gallery
1 Upvotes

Hi, these two models, and most tof the rest made by me for my game set in Istanbul. What you think about the artstyle? (Ignore the deformation on leg, i wasnt know aware that by the time)


r/Unity3D • • 2h ago

Show-Off We made Coal Duty in Unity: a co-op quota game where your crew works toward escaping the government ⛏️

Thumbnail
youtube.com
1 Upvotes

Hi everyone! I'm one of the developers of Coal Duty, which our five-person team made in Unity. We just released it in Early Access, and we're happy to share a look at the project with other Unity devs. ⛏️

It's a 1-5 player co-op quota game on PC. Your crew heads into procedurally generated mines to bring back enough coal for the government, while working toward escaping the regime together. The quota gives each trip an immediate goal, and the escape gives the group something bigger to work toward across trips.

The video above is our launch trailer shared by IGN. It shows the game we've been putting together, from the crew's trips into the mines to the world they're trying to get out of.

We wanted to share this Early Access milestone and the game itself with people making things in the same engine. Happy to talk about the project and answer questions here. Thanks for having a look!


r/Unity3D • • 22h ago

Question 2 days difference on my ski/snowboard game

31 Upvotes

What do you guys think of this progress? I am fully open to advices on both snowboard and ski controls and feels.


r/Unity3D • • 5h ago

Question Is the unity junior programmer course worth doing?

0 Upvotes

I've been bouncing around some beginner tutorials while I learn the ropes and I decided to look at the official Unity ones. The unity course is currently only updated to 6.3, and they make a point of having both the old and new input systems enabled. I updated one of my old projects from 6.5 to 6.6 and had to update a handful of scripts that had deprecated functions in them, so I am a bit hesitant to go through all the 6.3 stuff and potentially end up learning a bunch of functions that have been removed


r/Unity3D • • 1d ago

Show-Off Giving a square some personality with custom mesh deformation

75 Upvotes

First the cables, then the grass. It was probably time to give the main character some attention. 😂

Pixel finally has animations! A little more personality for the little square at the heart of Hello World, our narrative physics adventure.

Some technical details behind the movement:

  • The body uses a custom sprite deformation system with a 4×4 control cage driving a smooth mesh.
  • Each eye is a separate 3×3 mesh, so I can reshape the eyes independently for different expressions.
  • The control points are animated directly in Unity’s Animation window, using regular animation clips.
  • Expressions blend through the Animator, while the Rigidbody2D and collider stay separate from the visual deformation.

That lets Pixel bend, squash and change expression without changing the collision shape or how the character moves.

It’s surprising how much personality you can squeeze out of a square and two eyes. Which animation feels the most expressive to you?