r/Unity3D • u/robotrage • 3h ago
Official [MegaThread] Account blocked and suspended
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 • u/unitytechnologies • 21h ago
Official The 2026 Official Unity Game Jam starts November 5th!
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 • u/MagicPigGames • 18h ago
Show-Off Real-world Vines
I've been working at this on-and-off for a while. A Vine system that can accomplish real-world vines, different growth patterns, annual patterns, annual re-growth and expansion, etc.
The system is not intended to have a full year go by in 30 seconds like here (this is sped up 5x), but it can, as long as there aren't too many at once.
The system is intended to be for games that either want static vines, i.e. just bake it and use it, or vines that are realistic per the time of year, but change very slowly. So when the leaves fall off, they don't do it all at once but over a few weeks perhaps, dependent only on how many real world seconds "weeks" takes.
Vines are set up via a "Recipe" (Scriptable Object) system, which determines how they grow. A lot of GPU for the leaves and what not.
Vines can be trimmed at runtime, fruit can be picked (are game objects, separate prefabs, so you can code them as you'd like), etc.
r/Unity3D • u/davenirline • 52m ago
Show-Off Yo, are Animation Jobs underused?
I am exploring Animation Jobs as it is a requirement for a job opening. There's not much resources related to this out there. It's very interesting that I could manipulate animations with Burst compiled code.
r/Unity3D • u/bekkoloco • 7h ago
Show-Off i added WATER !!! and blend terrain !!
take a look of what is coming in Quicktile !! running at 120 fps
r/Unity3D • u/Rawakha10 • 1d ago
Show-Off Added some baddies for the player to dodge and swing at...
Enemies are super simple right now - just testing some early behaviours out. I also added a slip/dodge mechanic where the player can slip out of the way of attacks. That move was inspired by the dodge in the last of us part 2, (which I love), I wanted it to feel like your slipping just past the blade instead of a big roll.
Its all still procedural with no animation clips... What enemy behaviours would you expect for combat scenarios like this?
r/Unity3D • u/Alive_Studios • 54m ago
Show-Off Turned my AR cloud experiment into a little garden in Unity
Continued experimenting with the clouds I shared here recently. Now squeezing a cloud makes it rain and grows a little tree on my desk. A hand gesture summons the sun, and water rises back into new clouds.
r/Unity3D • u/JankyAnims • 31m ago
Show-Off Tachyon Flow - Update #6 - MULTIPLAYER! A first look at the TAG game mode
r/Unity3D • u/dmarshallgaming • 5h ago
Resources/Tutorial How I made a seamless wraparound (torus) map in 2D: extra cameras instead of duplicating objects
r/Unity3D • u/Ok_hate_Game_Dev • 3h ago
Show-Off Added fairies companions (now you won't be lonely)
There are 5 different fairies with different skills and rarities.
r/Unity3D • u/brkakar • 1d ago
Show-Off I wanted the town in Farm & Feast to feel alive, so I added people walking around. Here's how I did it, step by step
Farm & Feast - We are a two-person team building a peaceful farming and restaurant management game in Unity. My town felt empty, so I added pedestrians and traffic. Here's the process:
- Took one of my customer characters and his walk animation
- Baked the animation into a texture (VAT) so the GPU can play it without bones
- Tested a single pedestrian on a plane
- Scaled it up: 10, 50, then 150 people
- Moved them into the actual game
- Added cars that keep their distance from each other
Made the cars stop and queue when someone stands in the road
Happy to answer any questions!
r/Unity3D • u/19HzStudios • 14h ago
Game Getting a full-ragdoll, 8-legged octopus to hit 60fps on Steam Deck in HDRP without gutting the visuals
INKURSION is a narrative platformer in Unity 6 HDRP where you play a newly sentient octopus escaping a simulated universe. HDRP isn't exactly known for running on handhelds, so making it portable and Deck-friendly while keeping the look was one of our biggest challenges. Here's what actually moved the needle:
The octopus itself
Eight fully physics-driven legs is a lot of rigidbodies and joints aswell as procedural walking scripts for step reach. We tuned joint counts per tentacle, simplified collider shapes, adjusted solver iterations, and made sure segments sleep when they're not doing anything. The goal was keeping the floppy, reactive feel without the physics step eating the frame.
Mirrors
We use HDRP planar reflection probes for mirrors so the player can look at their octopus character, and rendering them every frame was brutal. Now each mirror only renders in realtime when it's actually on screen and the player is within a set radius. Even then, it doesn't capture every frame: it takes a snapshot at an interval, which is still smooth enough that your eye doesn't notice. This was one of our single biggest FPS wins.
Meshes and shaders
We cleaned up and LOD'd environment meshes, cut down shader variants, and simplified our heaviest shaders so the lighting still reads the same but costs far less on weaker GPUs.
Batching
Lots of foliage and repeated props, so batching was huge. Cutting draw calls freed up more CPU headroom than almost anything else.
Upscaling
On NVIDIA hardware we use DLSS, which lets low-end RTX cards render at a lower internal resolution and still look sharp. [On Deck we use FSR, since DLSS is NVIDIA-only.]
The result is a stable 60fps on low-end hardware with the bioluminescent look you see in the clip intact.
Happy to go into detail on any of it, especially the ragdoll and mirror setup. What's been your biggest win optimising HDRP?
r/Unity3D • u/fairchild_670 • 1h ago
Show-Off Creepy little mirror effect with render texture and shader
Nothing really tricky, just didn't want to show the character's reflection straight up. Thought it would be eerie to have a creepy wavy ghost blanket where the player is for both a third person and first-person view.
r/Unity3D • u/Kryzarel • 1h ago
Resources/Tutorial RPG Items Package (FREE!)
github.comI haven't posted anything in a while, but I've recently released my RPG Items package (a C# framework to handle items and inventories in Unity) for free on GitHub, and I'm continuing to release YouTube videos explaining in full and in-depth the implementation and usage of said package: RPG Items Playlist
r/Unity3D • u/-o0Zeke0o- • 2h ago
Question What is the most comfortable way to use PrimeTween
So I just started using PrimeTween and what is the best way to code with it
- Code in the same component?
- Code in another component and call the methods from the "controller" component?
- Actions in controller component and in another component subscribe to them and play the animations
To me it seems like PrimeTween with it's methods already does a lot to avoid repetition of code with the sequences so it seems weird to me to separate it in another component so I would like to know how other people code
r/Unity3D • u/vale_valerio • 1d ago
Resources/Tutorial Not worth your time

Left is the texture; right is the model.
Out of curiosity, I wanted to give a chance to an AI-generated model, downloaded for free, from a store. Despite the huge number of vertices, I kept trying giving a chance. After applying a decimate modifier, I considered the mesh "acceptable", +4k faces just to imagine a possible pipeline. Then I went to check the texture and "God no". The inhumane aberration of such a texture lead me here, sharing with you this time-wasting micro-experiment. Neural-generated meshes are very, very bad.
Happy continuation of the day,
Remember, kids, it is not worth
r/Unity3D • u/KT8144 • 11h ago
Shader Magic Sharing of my fully procedural roads with markings and decorations. No textures or road mesh are required
Feel free to comment and share your opinion :D
r/Unity3D • u/MakeDredd2 • 1d ago
Meta Want to click your projects tab? TOO BAD, it gets pushed down by 'Get set up' right as you try to click it. So helpful!
r/Unity3D • u/MoreLibrarian772 • 9h ago
Question Explosions VFX v0.1
Hey guys, these are the VFX for my game. It's the first version, and I'd like to know what you like and don't like. What would you improve?
r/Unity3D • u/AlexZmo • 15h ago
Solved The second test of the Shelter was successfully completed. The obsessive-compulsive person is overjoyed. Alignment is now much easier.
Thank you to the 2,000+ friends who downloaded and played the game. During this trial play session, we collected a large number of opinions and suggestions.
For example, regarding the position of the shipping box, some friends suggested it could be moved; some said the floor height could be increased to build a loft; there were also suggestions for modifying the operation keys to accommodate different operating habits, and for adjusting resource consumption, etc.
What moved us even more was that we saw some friends playing the game for over 200 minutes. This gave us great encouragement. Once again, we would like to thank all of you for your support of "Shelter Prepare".
Next, we will sort out and improve the problems and suggestions we have discovered, and prepare our official demo.
Also, the alignment adsorption was not obvious before. This time, we have further enhanced the alignment adsorption ability, and the cans and beverages are now easier to stack!
r/Unity3D • u/andreas0069 • 1d ago
Solved Making a whole cable burn out in Unity without a particle system: 3 smoke attempts, and what finally worked
I'm solo-developing a power-grid game in Unity 6 (URP), low-poly style. If you overload a cable it burns out. The old version was one puff of smoke in the middle of the cable, and then the cable just disappeared. Nobody noticed it, so I redid it.
Stand-in cable: the real cable gets removed by gameplay right away, so I copy its rope points first and rebuild it as a bunch of short prisms (up to 120). They go from orange hot to ember to black char using MaterialPropertyBlocks, then shrink and sag until they're gone.
Burn front: every piece catches fire based on how far along the cable it is from where it failed. The far end always burns within 0.9 s. Smoke, flames, sparks and lights all use that same timing, so it's all one component.
The smoke took me three tries. I use opaque, flat-shaded low-poly puffs for smoke in my game.
First it was too small and too spread out, and looked like gravel. More puffs, 12 per metre.
Then the puffs spawned at full size and looked like boulders lying on the pavement. Now they start small and grow as they rise, and drift with the wind.
It still looked a bit like stone because of the sunlit facets. I gave each puff a bit of emission (about 45% of its colour) to soften the shading, and that's what finally made it read as smoke.
Fire and light: small unlit flames with HDR colours so bloom picks them up, plus up to 4 flickering point lights that move along with the fire. At night it lights up the ground and the bottom of the smoke, which honestly looks better than the flames.
How I tested it: I have a little test scene in Play Mode that overloads a cable on purpose and takes screenshots during the burn, during the day and at night. I mostly fixed the smoke by looking at those screenshots, because while it's moving you don't really see that it looks like rocks.
Can I do something more to make it better? Any ideas?
If you're curious about the game: steampage