r/Unity3D • • 7d ago

Official [MegaThread] Account blocked and suspended

144 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 • • 16h ago

Show-Off I’m improving how sucking feels in my game

261 Upvotes

Last time I posted the giant 5400 piece stress test, this time I wanted to focus on how it actually feels to vacuum stuff up, since that’s like 80% of the game.

Things I’ve been tweaking:

  • each piece shakes for a split second before it gets pulled, so it feels like it’s being ripped off the pile
  • pieces fly in one after another instead of all at once
  • every emits a sound, so a long stream sounds like a little scale
  • each one sends a bump down the hose, and the tank on his back puffs up a bit when it lands
  • the next few pieces in line get a thin outline so you can see what’s coming

I also turned the suction down a bit for this clip, at max upgrades it just turns into a firehose and you lose all the nice details (probably something I should polish).


r/Unity3D • • 13h ago

Game Jam Procedural/physics based flight controller (WIP)

61 Upvotes

Spent the last few weeks on and off building a physics-based flight mount system for the flight sections in my game.
Heavily inspired by Game of Thrones' dragon movement so I'm using a Drogon model and Unity's free particles to block out the movement and fire breathing for the prototype.
The IK system, rig and controller are completely reusable for other winged creatures since it has adjustable weights, limbs and wingspans.
There is still a lot of refinement left to do on the spine, stability, impulses and camera framing but I'm quite happy with the general aerodynamics and sense of weight so far. :)


r/Unity3D • • 8h ago

Show-Off Cable burn-out in my solo-developed power game: before vs after (Unity, no particle system)

23 Upvotes

The Last Kilowatt: build green power and take down Evil Corp. Overload a cable and it burns out.

A burn front runs from the failure point to both ends of the cable.

The cable swaps to prism segments that glow, char and crumble away.

Low-poly smoke puffs swell as they rise, with a little emission so they don't look like rocks.

HDR flames for bloom, plus a few point lights that travel with the fire.

What you think?


r/Unity3D • • 15h ago

Show-Off Working on my dream game from 1 year still reach prototype level

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56 Upvotes

Mix of Life is strange and road 96 and pretty much achieve a decent light in unity 6. Need help on something what make fun in adventure game and other cool thing which make a adventure game immersive to player


r/Unity3D • • 1h ago

Show-Off Pin import flow from artwork to in game model for my game about enamel pins

• Upvotes

r/Unity3D • • 21h ago

Show-Off Working on my real-time cloth physics that work on skinned characters

94 Upvotes

Hey peeps,

Just wanted to showcase what I've been working on. I started the initial development back in 2017 but abandoned because I had other projects to take care of. I've revived it this year and reached a functional state.

I'd be happy if you could take your time and follow my socials, there's more videos.

Cheers! :D


r/Unity3D • • 3h ago

Game POV: it’s 2006 and you found this on a PS2 demo disc.

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3 Upvotes

r/Unity3D • • 11h ago

Show-Off Raymarched black hole shader

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12 Upvotes

Made this custom raymarched black hole shader for my game. It simulates gravitational lensing and has a fully adjustable accretion disk. Took this screenshot in game to use as the base for my games steam capsule art!


r/Unity3D • • 19h ago

Show-Off [FREE] C# Behaviour Trees with DOTS Support

48 Upvotes

Hey everyone!

After more than eight months of development, and with your support along the way, my behaviour tree plugin, DODBT, has reached version 1.0.0.

I built it mainly for larger projects where game logic lives in separate C# systems, whether you use ECS or your own architecture.

There are two versions:

  • DODBT-Dots: for Unity DOTS, with Burst and Jobs support.
  • DODBT-Light: for other ECS frameworks or C# projects that keep game logic outside MonoBehaviours. It’s much lighter and has fewer restrictions than the DOTS version.

Both include a visual graph editor and runtime debugging, as shown in the video. DODBT-Light also supports dependency injection (DI).

Thanks to everyone who tried earlier versions and shared feedback. Your suggestions helped shape this release.

It’s FREE on GitHub: https://github.com/vadimburym/DODBT

If you give it a try, I’d love to hear how it works in your project!


r/Unity3D • • 5h ago

Question How do I interrupt an animation transition that has Exit Time?

3 Upvotes

I want to let the players in my game spam-click to fire a pistol faster. However, in order to do this, I have to figure out how to interrupt an animation with itself. Problem is, I can't figure out how to do that without turning off Exit Time, but if I turn of Exit Time, the firing animation plays on repeat (despite being a trigger). What do I do?


r/Unity3D • • 12h ago

Show-Off Custom ragdolls in my horde shooter - no Unity Physics or PhysX, our own body simulation

9 Upvotes

r/Unity3D • • 13h ago

Show-Off Procedural road generation in a Unity mobile racing game

11 Upvotes

A lot of people have asked how the procedural road generation in DRIFT RIDE 2 works, so here’s a quick breakdown of the current setup.

The route is built from 200-meter segments.

Each segment contains objects that can either deform together with the road or remain unchanged. I currently use several different base segment types, with variations in terrain shape and road layout. For example, one can be mostly flat, while another has a cliff on one side, and they can also use different numbers of traffic lanes.

Right now these base types are still fairly independent from each other, so they can’t always be mixed freely within the same run.

Additional environment objects are then placed on top. Each one can also be configured to deform with the road if needed, which is useful for larger objects, fences, guardrails, and anything else that needs to follow the terrain or road shape.

Some of the non-deforming objects go through a randomizer. It decides which ones are active on the next segment and how many of them appear, which adds variation without requiring every possible version to be built manually.

The actual road shape is controlled separately through a set of parameters. I can define ranges for horizontal turns, elevation changes, road irregularities, and how long each of those changes should last. These values are generated continuously as the route extends, which gives me a result that is random, but still predictable and controllable rather than completely chaotic.

Banking is handled separately in code and is added depending on the strength of the turn.

Each segment is also marked up for traffic. I only need to define the lane width, number of lanes, and their direction, and the traffic system can use that data on the generated route.

There is also a check that prevents the route from intersecting itself. Before the next segment is accepted, a box collider checks whether its direction would cause it to overlap with an already generated section. If an intersection is detected, that spline is rejected and a different one is generated instead.

The route keeps generating endlessly ahead of the player, while sections far enough behind are removed.

Some large background elements, such as distant mountains, aren’t generated as part of the road at all. I use an old trick from classic racing games, where distant scenery was often kept static. In my case, those background elements are attached to the skybox and kept at a fixed distance from the player, which creates the illusion that they are much farther away than they really are.

That’s roughly how it works right now.

One of the main things I’d like to improve next is the transition between different base types. Ideally, I want those transitions to be generated automatically at runtime, so segments with very different shapes could still connect smoothly. Eventually, even the base geometry itself could become procedural instead of relying on predefined meshes.

I’d also like to spend much more time on the environments. A lot of the current environment work was done fairly quickly because I’m building the whole project alone. In the future, I want to create more dedicated assets based on real references for different types of roads and locations, instead of trying to reuse a relatively small set of assets everywhere.

The attached video is from the latest version of the game.


r/Unity3D • • 2h ago

Meta huge water update and new ship I just implemented for my VR multicrew pirate fever dream: Specters of the Void Sea. Can play it free right now on steam!

1 Upvotes

r/Unity3D • • 22h ago

Show-Off Creating A Speedometer UI using UIToolkit

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35 Upvotes

I was experimenting with ui toolkit for three days now, i made a little speedometer widget for my hobby game project, I'm a fan of persona 5 and i wanted to emulate a little bit of it's visual style, if you guys could give me some good critics on design i would really appreciate it, i'm not good at creating ui


r/Unity3D • • 4h ago

Noob Question Looking to learn about the tasks involved in developing VR law enforcement training scenarios in Unity

0 Upvotes

Hello!

I am currently conducting research on the specific job tasks that are involved in developing VR training scenarios for law enforcement in Unity

I would like to know about the day-to-day responsibilities of people who design and develop these scenarios.

If anyone has experience with building these sorts scenarios, I would love to hear about the general job responsibilities, specific responsibilities, and KSAO’s involved with this sort of position.

Also if you are willing to let me ask you more specific questions about your day-to-day responsibilities, please let me know!

Thanks!


r/Unity3D • • 12h ago

Resources/Tutorial just made gameview fly with scene view camera

4 Upvotes

a tiny Unity editor tool. Fly around your Scene View,
and your Main Camera follows in real time, so what you see is exactlywhat the game sees.
Save any spot as a snapshot, and jump back to it later with a single click.
download from here


r/Unity3D • • 10h ago

Show-Off A quick celebration after taking down a mech!

2 Upvotes

I used DOTween for the text animations to give it that 80s feel.


r/Unity3D • • 1d ago

Show-Off i accidentally created a super cool effect

319 Upvotes

i was in the proccess of creating my juice tutorial , and needed some simple shader , suddenly created this effect!
its urp subsurface scattering , and tbh i really love it.
will throw the shader for free on assetstore , also my video is going to be ready and uploaded to yt channel very soon , stay tuned.


r/Unity3D • • 8h ago

Question What's the best way to handle entering and exiting a car in a first-person Unity game?

0 Upvotes

Hey everyone!

I'm working on a first-person game in Unity 6 and I'm trying to figure out the best way to handle entering and exiting a car.

Currently, the player can interact with the driver's door to enter the car and switch to a first-person view from the driver's seat. Interacting with the door again lets the player exit and return to walking around.

However, my current implementation has some bugs and feels like the wrong approach. The main issue is that the car needs to be stationary for the player to end up at the correct position. If the car moves while the player enters, the player's transform can end up at an outdated position.

What's the recommended way to implement this?

using TMPro;
using UnityEngine;
public class CarEntryController : MonoBehaviour
{
    [Header("Player")]
    [SerializeField] private Transform player;
    [SerializeField] private Camera playerCamera;
    [SerializeField] private CharacterController characterController;
    [SerializeField] private MonoBehaviour movementScript;


    [Header("Car")]
    [SerializeField] private Transform driverSeatPoint;
    [SerializeField] private Transform exitPoint;



    [Header("Car Systems")]
    [SerializeField] private CarPhysicsController carPhysicsController;
    [SerializeField] private CarHeadlightController carHeadlightController;



    [Header("Interaction")]
    [SerializeField] private PlayerInputHandler inputHandler;
    [SerializeField] private Collider driverDoorCollider;
    [SerializeField] private Collider interiorExitCollider;
    [SerializeField] private float interactionRange = 10f;
    [SerializeField] private LayerMask interactionLayers = ~0;


    [Header("Interaction UI")]
    [SerializeField] private GameObject interactionPrompt;
    [SerializeField] private TMP_Text interactionPromptText;


    public bool IsPlayerInside { get; private set; }



    private void Update()
    {
        if (playerCamera == null || inputHandler == null)
        {
            Debug.LogWarning(
                "CarEntryController: Player Camera or Input Handler is missing!",
                this
            );
            return;
        }


        UpdateInteractionPrompt();


        if (inputHandler.InteractPressed)
        {
            Debug.Log("E pressed - checking car interaction.", this);
            inputHandler.ConsumeInteract();


            if (IsPlayerInside)
            {
                Debug.Log("Player is inside the car. Checking exit door.", this);


                if (IsLookingAt(interiorExitCollider))
                    ExitCar();
                else
                    Debug.Log("Raycast is not hitting the interior exit collider.");
            }
            else
            {
                Debug.Log("Player is outside. Checking driver door.", this);


                if (IsLookingAt(driverDoorCollider))
                    EnterCar();
                else
                    Debug.Log("Raycast is not hitting the driver door collider.");
            }
        }
    }


    private void UpdateInteractionPrompt()
    {
        Collider target = IsPlayerInside
            ? interiorExitCollider
            : driverDoorCollider;


        bool canInteract = IsLookingAt(target);


        if (interactionPrompt != null)
            interactionPrompt.SetActive(canInteract);


        if (canInteract && interactionPromptText != null)
        {
            interactionPromptText.text = IsPlayerInside
                ? "[E] Exit Vehicle"
                : "[E] Enter Vehicle";
        }
    }



    private bool IsLookingAt(Collider target)
    {
        if (target == null)
            return false;


        Ray ray = new Ray(
            playerCamera.transform.position,
            playerCamera.transform.forward
        );


        if (Physics.Raycast(
            ray,
            out RaycastHit hit,
            interactionRange,
            interactionLayers,
            QueryTriggerInteraction.Collide))
        {
            return hit.collider == target ||
                   hit.collider.transform.IsChildOf(target.transform);
        }


        return false;
    }



    private void EnterCar()
    {
        if (player == null || driverSeatPoint == null)
            return;


        SetMovementEnabled(false);
        TeleportPlayer(driverSeatPoint);


        IsPlayerInside = true;


        //if (carPhysicsController != null)
        //carPhysicsController.SetDrivingEnabled(true);


        if (carHeadlightController != null)
            carHeadlightController.SetHeadlights(true);
    }




    private void ExitCar()
    {
        if (player == null || exitPoint == null)
            return;


        TeleportPlayer(exitPoint);
        IsPlayerInside = false;


        SetMovementEnabled(true);


        //if (carPhysicsController != null)
        //carPhysicsController.SetDrivingEnabled(false);


        if (carHeadlightController != null)
            carHeadlightController.SetHeadlights(false);
    }



    private void TeleportPlayer(Transform destination)
    {
        if (characterController != null)
            characterController.enabled = false;


        player.SetPositionAndRotation(
            destination.position,
            destination.rotation
        );


        if (characterController != null)
            characterController.enabled = true;
    }


    private void SetMovementEnabled(bool enabledState)
    {
        if (movementScript != null)
            movementScript.enabled = enabledState;
    }
}

r/Unity3D • • 15h ago

Question How to deal with GameObjects that can become null within the same Update

1 Upvotes

I have N number of GameObjects running scripts, where they all interact with each other

Each of the N GameObjects are running their own Update methods and performing an interaction with another one of the N GameObjects

In the same frame, GameObject i and j could be interacting with GameObject k. A method called "interact"

i.interact(k);

j.interact(k);

Both methods access GameObject k at the beginning of the "interact" method

An issue is that sometimes, somewhere along the way into the method, i.interact(k); causes k to become null, and then suddenly j.interact(k); can't access GameObject k, even though it could at the beginning of the "interact" method

Do I need a Manager script that orchestrates the interactions between all of the N GameObjects?

Instead of each GameObject having it's own script where it calls interact in it's Update method, do I need to have a Manager run a for loop over all N GameObjects and call interact on each GameObject i?

It seems like a case of overengineering, and almost like running away from the benefits the Update method provides

Or am I missing some knowledge about the execution order of multiple Updates, and you could refer me to some video / documentation / resource where I can learn what I'm missing?

Is a Manager actually the only ideal solution here? Some other solution?

Thank you


r/Unity3D • • 13h ago

Show-Off We've been working on a non-destructive level design tool for Unity. Here's our metaball system!

2 Upvotes

A while ago, we started working on our own level design tool.

The idea was to keep everything non-destructive, so we could freely experiment with environments and change things without having to start over.

We also have sculpting and a layered material system, so there's quite a bit more to it than what we're showing here.

Lately, we've been focusing on metaballs, and we're pretty happy with how they're coming along!

Curious what you guys think!


r/Unity3D • • 1d ago

Game Your baby demon might try and escape if it’s angry. Gotta be careful while chasing it…

18 Upvotes

r/Unity3D • • 1d ago

Show-Off Been working on something for a couple of months now. It's far from being ready, but figured I'd start sharing the journey

27 Upvotes

Still pretty early in development, but the core gameplay is starting to come together. Been having a lot of fun experimenting with large enemy swarms and procedural generation.

What do you think of the atmosphere so far?