r/Unity3D • • 18h ago

Official [MegaThread] Account blocked and suspended

136 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 • • Sep 01 '26

Official Unity 6.6 is now available

297 Upvotes

Howdy everyone! Your friendly neighborhood Community Man Trey here to share the news that Unity 6.6 is now available!

This is a Supported release. So, for those of you who don’t know what that means, it carries the same stability and critical update commitments as our LTS versions. 

One heads up before the feature list, because it changes how the Editor behaves out of the box: the default setting for entering playmode is now reload scene only for all new projects. Code won't reload and static state won't reset between runs. Existing projects keep whatever you've already got set. It's the biggest workflow change in the release, and it's deliberate prep for Unity 7, where domain reloads go away entirely. If you're planning that migration, making your code domain-reload-safe now is the cheapest time to do it. There's a technical upgrade guide on Discussions if you want the details.

Beyond that, here's a taste of what's in there:

  • Native Dictionary Serialization: put [SerializeField] on a dictionary field and it just works, with a two-column key/value layout in the Inspector and a compile-time analyzer that flags unsupported key or value types
  • Content Directories: load and hold only the assets a scene actually needs instead of whole bundles, using the same Addressables API you already have. Existing AssetBundle groups convert with a right-click, and AssetBundles aren't going anywhere for remote content
  • Build Analysis window: build history plus views for your largest assets, long dependency chains, per-step timings, and the actual root cause of a failed build instead of all the surrounding noise
  • Shader Build Settings: opt into DXC for DX12 (Shader Model 6, wave intrinsics, native 16-bit) and let Unity convert keywords into dynamic branches. A clean build of Survival Kids went from 1 hour 46 minutes down to 32 minutes with that turned on
  • New Hierarchy window is now on by default: better performance in large scenes, horizontal scrolling, reorderable custom columns, public APIs for extending it, and support for non-GameObject items. The legacy window is still there if you'd rather stay put
  • Unity Compute Light Baker: lightmaps, light probes, and adaptive probe volume data now bake through Unity compute shaders and the Unified Ray Tracing API, so baking can lean on hardware-accelerated ray tracing where you've got it
  • 2D: rendering layer support for 2D lights on top of sorting layers, 2D shadows that finally work with GPU skinning, and new Profiler modules for 2D Animation, Tilemap, and 2D Graphics
  • Web: WebGPU is production ready, which brings compute shaders, GPU skinning, indirect rendering, and VFX Graph to browser builds. WebGL 2 is still the default until you opt in. Also Progressive Asset Loading for per-scene downloads instead of one big upfront pull, and WebAssembly64 for projects that need to go past the 4 GB heap ceiling
  • UI: a SafeArea component for uGUI that keeps content clear of cutouts and gesture areas without per-device margins, max width and height on layout elements, and backdrop-filter in UI Toolkit for frosted glass and dimmed overlays with no render textures or custom shaders
  • Package signing for .unitypackage: publishers can sign .unitypackages so you can confirm authorship and that its contents haven't been tampered with after publishing

All the details are in the Discussions post. Feel free to head there to ask questions of the experts, or here and I’ll do my best to chase down what I don’t know.

Cheers,
- Trey
Community Man @ Unity


r/Unity3D • • 2h ago

Question How much lag is acceptable in a multiplayer game?

Post image
30 Upvotes

Hey everyone!

I'm working on a multiplayer game (4 to 12 players, peer-to-peer with a player hosting) and currently testing some edge cases related to poor network conditions.

I've noticed that beyond a certain point, high latency makes the game practically unplayable.

My question is: At what point is it acceptable to stop trying to compensate for bad connections and just accept that the game won't be playable under those conditions?

How do you handle this in your multiplayer games?


r/Unity3D • • 5h ago

Question Who else here uses unity for non videogame purposes?

36 Upvotes

r/Unity3D • • 21h ago

Shader Magic This boss has 0 triangles. My URP skybox shader draws it as a 2D SDF, and it fights back

Enable HLS to view with audio, or disable this notification

486 Upvotes

The creature adds no geometry of its own. The sky still renders on Unity's usual skybox, and inside that shader the bone cage, claws, eclipse eye and shaggy mass are distance functions in the camera's view plane. A distance field is a function that returns how far each pixel is from the shape's edge, so the outline stays sharp at any size.

Knight, cathedral and town are CC models, credited below.


r/Unity3D • • 14h ago

Show-Off Wind physics for my small game with a cloud

Enable HLS to view with audio, or disable this notification

55 Upvotes

Heya!

I'm working on a small prototype and I've made some kind of wind physics.

The cloud can blow air and inhale to push/pull things that respond to physics.
Clothes and nets don't rely on physics and are only shader tricks.
I also added a mechanic to blow on sand and make it disappear where you blow, so you could theoretically draw in sand!

Hope you enjoy!


r/Unity3D • • 27m ago

Show-Off I rewrote my terrain shader so one material works on both HDRP and URP (triplanar + tessellation on cliffs)

Thumbnail
gallery
• Upvotes

Hey guys,

I spent the last few weeks rebuilding the terrain system of one of my Unity packs. The goal was simple: one shader working on HDRP and URP without any setup.

The part I'm happiest about is the triplanar. Most setups stretch or show seams on steep faces, so I mirror-corrected the projection and added procedural anti-tiling on the masks (distorted fractal noise, no extra texture cost). On HDRP, tessellation gives actual geometric relief on cliffs.

I also built a small scatter tool that reads the masks you painted and populates trees, rocks and ground cover across several terrains in one click.

It's all made in Unity. Happy to answer questions about the shader or the scatter approach here.


r/Unity3D • • 11h ago

Solved I'M FREE! I Got My Unity Account Back. Here's What I Hope Unity Changes

Post image
19 Upvotes

Like many others, my Unity account got suspended over the 2FA situation.

Thankfully, I got an email from Unity Support about 7 hours after submitting my ticket, asking me to verify my account by providing the following information:

Private information:

- The name of your Unity organization

- The name of a recent Asset Store purchase

- A recent invoice or order number

- The name of one of your Unity Cloud projects

Public information:

- Your Unity username, not your email address

- The phone number linked to your Unity ID

- The physical address listed on your Unity account or organization

I replied with the requested information, and just a couple of minutes later, I got another email confirming that my account had been reinstated! Honestly, that was pretty fast, so props to the support team for that.

That said, I really hope Unity improves how they notify users about important security requirements.

I know it's partly my fault for not noticing the emails, but if missing the deadline means getting your account suspended, I feel like the reminders should be much more noticeable and frequent. Something like a clear warning saying "YOU HAVE 2 DAYS LEFT TO UPDATE YOUR 2FA" and sending more ESPECIALLY on the last day 💀..

Someone in the discussion also suggested putting these notifications directly in the Unity Hub, which I think is a great idea. Most developers open the Hub before working on their projects, so it's a much harder notification to miss. 💯

Honestly, if account suspension is the consequence, even temporarily restricting access to projects through the Hub until the required 2FA update is completed could be a more effective reminder than relying on sending emails..

I'm glad my account is back, and I know this situation is resolved for me now. But if something like this happens again, especially when the consequence is account suspension, I really hope Unity considers implementing these changes. More frequent email reminders, clearer warnings about upcoming deadlines, and notifications directly in the Unity Hub could make a huge difference in preventing this from happening to other developers.

For those still suspended, I hope you get your accounts back soon! 🙏


r/Unity3D • • 10h ago

Show-Off Quick montage of my solo-dev bullet-time shooter – no name yet, ideas?

Enable HLS to view with audio, or disable this notification

17 Upvotes

Quick montage from my solo project: a third-person shooter with Max Payne style mechanics (bullet time, shoot-dodge, kill cam) and a Superhot-like look.

Still very much WIP and it has no name yet, so name ideas are welcome 😅


r/Unity3D • • 12h ago

Resources/Tutorial I found a cool repo to add highlight reel / instant replay to your game!

Enable HLS to view with audio, or disable this notification

18 Upvotes

The repo is:
https://github.com/CyberAgentGameEntertainment/InstantReplay

That repo did most of the heavy lifting for the technical recording side, Most of my work was figuring out what to record and save, and how to capture those moments.

I thought about what are the most epic moments in the game and realised it just comes down to when lots of enemies are killed or big boss enemies are killed.

My game works in waves, so I decided to capture 1 recording per wave and use the moment where the most high value enemy death occur in the wave and snapshot that part.

I can also figure out what the player did:

Slaughter = lots of kills

Epic Trample = kills on horseback

And there's other ones for specific boss and enemy kills.

I need to add in environment kill detecting (knocking enemies into spike pits, meteors, lightning strikes), to enrich this further.

I think this is a great tool for indie game devs to get their games seen as it will encourage players to share their clips around easily and get eyes on your game.

Let me know if you want any more details on the technical side!


r/Unity3D • • 1d ago

Game When you’re holding the demon baby, he might occasionally grab one of your stored items. Now you gotta be careful of what you keep in your pockets!

Enable HLS to view with audio, or disable this notification

462 Upvotes

r/Unity3D • • 17h ago

Show-Off My first game has come a long way since I started learning Unity! Here's a before & after of the UI and ocean visuals 🌊

Thumbnail
gallery
32 Upvotes

I've been developing my first game, The Borderless, in Unity as a solo indie developer.

After receiving a lot of player feedback, I decided to rework several parts of the game, including the UI, ocean, and overall atmosphere.

It's been a pretty exhausting journey at times, but looking back at where I started makes me realize just how much I've learned along the way. I'm genuinely grateful for everything this experience has taught me.

There's still so much more to learn and improve, but seeing how far I've come makes all the hard work feel worth it!

I've shared the current version first, followed by the old version and a before/after comparison.

I'd love to hear your thoughts. Thanks!


r/Unity3D • • 18h ago

Show-Off Some of my latest stylized farm buildings for Unity! 🌾

Enable HLS to view with audio, or disable this notification

45 Upvotes

Hey everyone!

Wanted to share some of the latest low-poly farm buildings we've been working on!

There are 26 models in total, including a few upgraded building variants, enterable interiors, and movable parts like doors and gates.

They're part of a series of stylized asset packs we're making for indie devs. We've been trying to keep the art style consistent across everything so the assets can work well together.

Here's how the buildings look in Unity! You can also check on Unity Store

What do you guys think of the style? :)


r/Unity3D • • 2h ago

Meta Would be great to see JPEG XL support added to Unity

Thumbnail
youtube.com
2 Upvotes

r/Unity3D • • 5h ago

Question Clouds photorealism in Unity

1 Upvotes

I have tried to do my own, and have bought 3 4 assets can’t seem to ever get the results I want in terms of realism.

Yet one asset can do it all in Unreal perfectly to how I want it, but I’d rather not use unreal due to Unity just overall being faster for my workflow.

Any open source assets or assets in general people use for photorealistic clouds?

Driving me crazy… lol


r/Unity3D • • 11h ago

Question Added a full-body first-person view. How do you feel about the gun placement?

Enable HLS to view with audio, or disable this notification

8 Upvotes

I’m making a 1v1 asymmetrical stealth game called Dead Angle, inspired by Spies vs Mercs. The merc plays in first person, and I wanted him to have a real body instead of floating arms.

At first the camera sat on his neck. The view bobbed with every step since the body and neck moved with the walking animation, and looking down showed the inside of his neck. Now the eye is on a fixed point on his body and turns around it with the view.

On his own screen, the arms and gun are a copy stuck to the camera. The hands are pulled onto the gun with two-bone IK, and it stays in view. His body is the same mesh other players see, with just the arms shrunk away. Looking down, you see your body, legs and feet, and no neck.

For other players, the bend when he looks up or down is now spread over three spine bones instead of just the chest. Before, his arm went through his body when he looked down.

This took some time to tune, and it’s not perfect yet. I’m still tuning where the gun sits on the screen. How does it look to you?


r/Unity3D • • 22h ago

Question Pro subscriber, account suspended today with zero explanation – has anyone actually gotten theirs back?

58 Upvotes

UPDATE: I was able to get my account back. They replied to my ticket and I had to send some proof to restore the account.

Edit. Got reply from unity that the suspension was an automated security update relating to TFA and they will get back to me in two weeks. Genuis move!

Woke up this morning to my Unity ID being blocked. No warning email beforehand, no reason given, just the "this account is blocked, contact support if you believe this is a mistake" screen at sign-in.

For context:

- Active Unity Pro subscription, fully paid, invoice in hand

- No chargebacks, refund requests or payment disputes

- I use Unity to develop and publish games – nothing unusual going on

- Now locked out of my projects, my organization, and every Asset Store purchase on the account

What I've done so far:

- Opened a support ticket

- Emailed [compliance@unity3d.com](mailto:compliance@unity3d.com) with my invoice

From reading older threads here and on Unity Discussions, it sounds like these can take weeks or even months, and that the forums can't help with account issues. So I'm asking the people who've been through it:

  1. Did you eventually get your account back? How long did it take?
  2. Was there a specific contact, wording, or channel that actually got a human to look at it?

If any Unity staff see this, I'd appreciate an escalation. I'm not trying to pile on – I just want to know why and how to fix it.


r/Unity3D • • 22h ago

Show-Off Data-oriented Behaviour Trees in C# [FREE]

Enable HLS to view with audio, or disable this notification

50 Upvotes

Hey everyone!

A few of you asked for this, and it's finally done: DODBT no longer depends on Odin Inspector!

For anyone seeing it for the first time, it's a behaviour tree plugin built around plain C#, aimed at larger projects and designed to fit into ECS-style architectures.

The main goals:

  • No MonoBehaviour dependency
  • Zero allocations during steady-state tree execution
  • One shared tree for N agents
  • Runtime debugging
  • A full BT graph editor
  • Separate editor and runtime
  • Behaviour trees as a decision layer
  • No blackboard
  • ECS-friendly

You'll need to write your own C# leaves. It's aimed at projects where the behaviour tree is just one part of a larger architecture.

This update replaces Odin with Unity's native serialization and a custom editor UI. It also adds a bunch of features, including linked branch instances for building larger trees. You can duplicate a branch, change something in any instance, and the others stay in sync, including node settings and custom leaf fields.

Next on my list is a DOTS-compatible version, possibly a few more decorators, and more time spent on polish and bug fixing.

Thanks to everyone who's been following the project. You can grab it here:

DODBT on GitHub

Let me know if you try it. Feedback and bug reports would help a lot.


r/Unity3D • • 1h ago

Show-Off Maze Generator that i made in unity

Enable HLS to view with audio, or disable this notification

• Upvotes

r/Unity3D • • 11h ago

Show-Off Making a realtime tactics game with mechs

Thumbnail
youtube.com
7 Upvotes

r/Unity3D • • 2h ago

Noob Question Unity recorder

1 Upvotes

I'm trying to use recorder to render a movie. I have a single timeline with all cameras. I want to re-render some shots and set recording mode to frame interval and set start and end frame accordingly. However when I start it always start at 0. It's annoying and feels like a waste to go through minutes of shots before the actual recording. It is a way to actually make it start at the frame it should record from?


r/Unity3D • • 16h ago

Show-Off Scrubbed – The Most Relaxing Nightmare | Official Gameplay Trailer

Enable HLS to view with audio, or disable this notification

12 Upvotes

Wash dishes. Make bubbles. Earn money. Upgrade your tools. And keep scrubbing.
Enjoy the oddly satisfying experience of washing endless piles of dirty dishes in a cozy little room.

WISHLIST SCRUBBED ON STEAM

Every wishlist helps support this little indie game! ❤️


r/Unity3D • • 3h ago

Game Made the puzzle-adventure game I always wanted!

Enable HLS to view with audio, or disable this notification

1 Upvotes

A little puzzle-adventure in Unity, slightly inspired by The Little Prince and creature collection games.

One of the main mechanics is collecting tiny creatures called Lumis, which can transform into different things to help you explore the world.

One of the challenges has been designing puzzles around these abilities while keeping the game accessible and more importantly, low stress. We're also trying to tell the story without relying on dialogue, so the player needs to understand a lot through animations and environmental cues.

In unity the Lumi companion system works with a three-slot party holder, one-time collect IDs.

Here's some footage of what we've built so far.


r/Unity3D • • 3h ago

Noob Question SCAD Challenge Scholarship Money Winner

Post image
0 Upvotes

The following screenshot is from the 1st Place Undergraduate SCAD Challenge winner from a few years ago. I did not create this.

I'm not experienced in Unity whatsoever, but does this actually look impressive? I feel like it looks like a template that someone just started with.

The goal is not to use this for criticism, but instead to roughly view the minimum amount of effort required to receive consideration for the SCAD Challenge award for potential scholarship money.

What are your thoughts?


r/Unity3D • • 1d ago

Show-Off How we made a stop-motion look with no physical models

Enable HLS to view with audio, or disable this notification

221 Upvotes

We're a two-person team developing MYRIORAMA, a top-down adventure with rearrangeable dungeons. This is an excerpt of a deep-dive art style video we produced recently for our participation in ICO Partners' Unmistakable Festival on Steam. Since we're using Unity I thought it could be informative to share here!

Full video is here: https://www.youtube.com/watch?v=zhM1F993Ga8

While this is technically a 2D project, we're doing a lot of 3D fakery to try and pull off the stop-motion look with dynamic lighting and shadows. It's been a fun challenge.

Happy to provide more specifics or answer any questions!