r/Unity3D • • Oct 14 '26

Official [MegaThread] Account blocked and suspended

154 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 • • 2d ago

Official Unite Tokyo Keynote and Roadmap are streaming live on YouTube (Nov 16 PT / Nov 17 JST)

8 Upvotes

Hey folks, Trey here.

Unite Tokyo is next week, and both the keynote and the roadmap session will be streamed live on YouTube. You don't need a plane ticket to Shibuya to catch them.

Keynote

Roadmap

The time zones are a little rough for folks in the Americas. Monday evening dinner and a keynote isn't the worst combo. Both will be up on YouTube afterward, so you can always watch them later.

– Trey
  Senior Community Man @ Unity


r/Unity3D • • 12h ago

Show-Off Zelda like fog effects but shittier... added a cape and armour to the dude aswell

155 Upvotes

Was trying out some shaders for the Zelda fog effect which I really liked in that game, and after allot of requests the little guy also has some actual clothing now. Really happy with how its coming along


r/Unity3D • • 3h ago

Show-Off This is how I animate my characters. One state called "PlayingAnimation" and a script for setting and starting the animation. There is no transition in the controller. Very easy to add new animations and sequence them.

25 Upvotes

r/Unity3D • • 6h ago

Resources/Tutorial Free Textures: Wood Planks & Panels

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17 Upvotes

Working on realistic materials/textures again, starting with some good old wood materials.

Download https://juliovii.itch.io/materials-wood-04


r/Unity3D • • 4h ago

Question Hi! I'm making a welding horror game, which mechanic is better? What would you add?

12 Upvotes

r/Unity3D • • 4h ago

Show-Off I'm developing an arena combat game inspired by Crush Gear/BattleBots. Here's an early gameplay look!

9 Upvotes

I'm working on an indie game called BRAWLSPHERE, where customizable combat machines battle it out in an arena.

The game features omnidirectional Spherical wheels for movement and fully physics-based combat, where positioning, collisions and impacts matter.

Here's a short look at the current gameplay! Still early in development, but the core combat is coming together.

Would love to hear your thoughts!

Follow the development: https://discord.gg/F7akrJXK4R


r/Unity3D • • 14h ago

Show-Off I've made games alone for years. This is my third one, and the first trailer I'm actually proud of.

35 Upvotes

r/Unity3D • • 4h ago

Show-Off Stacked outlines, extrude and text animations for TextMeshPro, all in one draw call

5 Upvotes

TMP gives you one outline and one underlay. Mobile game titles usually need more, so people end up duplicating the text or baking it into a sprite. I made a package that does it on the text you already have.

  • Up to 8 layers per style: outlines, shadows, 2.5D extrude, gradient/gloss face

  • Per-character animations and inline tags like <wave> and <shake>, plus a typewriter

  • Arc text, style transitions, animated number counter

  • Works in UI and world space, zero GC per frame

Installs via UPM: https://github.com/berkencami/tmp-text-effects

Feedback welcome!


r/Unity3D • • 16h ago

Question Is the Unity Asset Store dying for small publishers? What's happening

38 Upvotes

I'm curious about other publishers' experiences because our recent results have been terrible.

We released a Dialogue System Pro with:

- Three major updates.

- Promotional videos and demonstrations.

- Documentation.

- Two reviews.

- A 30% discount.

Result: Zero sales.

We also released an Interactive Furniture System. It sold one unit on launch day, followed by zero sales.

Our recent daily traffic:

- Dialogue System: 3 page views.

- Interactive Furniture: 2 page views.

We're genuinely struggling to understand what's happening.

I'd like to ask other publishers:

  1. Have your page views dropped in 2026?

  2. Are new assets getting any organic visibility?

  3. Have your sales declined compared with 2024–2025?

  4. Is Unity's search algorithm affecting discoverability?

  5. Are small publishers still making consistent sales?

I genuinely want to understand whether we're experiencing an isolated problem or whether the Asset Store has become this difficult for everyone.


r/Unity3D • • 1h ago

Show-Off Been tweaking the grappling hook in my game. Thoughts?

2 Upvotes

Hello!!

5 friends here working on a Heist Friendslop game called Be Gray, Do Crime! One of our main mechanics is our grappling hook so we really want it to feel good to use! This is what we currently got! What do you guys think? Any feedback is welcome!


r/Unity3D • • 5h ago

Show-Off A mobile game I’m working on.

5 Upvotes

Hey guys! I'm currently working on this mobile game in Unity, and I'd love to hear your feedback!

Recently, I've been focusing on improving the UI. I've integrated Kenney's UI assets, added haptic feedback for vibrations, and refined the scoring system and overall interface to make everything look and feel better.

The game is still in development, so I'd really appreciate your thoughts, suggestions, and feedback. What do you think so far?


r/Unity3D • • 17h ago

Show-Off PBJ, the new ProBuilder, is finally ready to share. Real, rapid Level Design, for the Hammer/Quake folks. Love to get your thoughts!

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33 Upvotes

r/Unity3D • • 40m ago

Resources/Tutorial Look at upcoming flight system for unity store: Fly by Mouse

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1 Upvotes

r/Unity3D • • 9h ago

Show-Off [WIP] Yet Another Weather System – Real-time weather for Unity URP

4 Upvotes

Hey everyone!

I've been working on Yet Another Weather System (YAWS), a real-time weather and environment system for Unity URP.

My goal is to build an all-in-one environmental solution that brings weather, terrain, sky and water together, making it easier to create dynamic worlds where the different elements respond to each other.

Here's what's in the system so far:

Sky and atmosphere

  • A day/night cycle with a sun, moon, moon phases and stars

  • Configurable sun and moon paths, including location settings and solar eclipses

  • Animated northern lights and primary and secondary rainbows

  • Volumetric clouds with three configurable layers, wind-driven movement and cloud shadows

  • Volumetric fog, sun and moon shafts, lens flare and dynamic sky reflections

  • Adjustable lighting for different times of day, including sunrise and sunset

Weather

  • Rain and snowfall with adjustable intensity

  • Thunderstorms with lightning and distance-based thunder delay

  • Wind direction, speed and gusts, with different wind speeds and directions at different altitudes

  • Smooth transitions between weather conditions

  • A calendar, temperature curves and optional automatic weather forecasts

  • Weather, time and quality presets with individual parameter overrides

Terrain and snow

  • Terrain that becomes wet during rain and gradually dries afterwards

  • Snow that builds up and melts over time on terrain and supported objects and vegetation

  • A snow layer with adjustable depth and snowdrifts around objects such as trees and walls

  • Footprints and trails in the snow that gradually fill back in

  • Icicles and dripping effects

  • Shelter support to keep rain and snow from falling beneath marked roofs

Water

  • Oceans, lakes and spline-based rivers

  • Waves driven by wind, including large swells and smaller dynamic waves

  • Rain ripples, foam, currents and shoreline effects

  • Buoyancy, floating objects and water interactions for things like boats and characters

  • Underwater fog, caustics, refraction and reflections

  • Ice pieces that move with the water

  • Weather integration, so wind and rain can affect the water

There are also scripting tools for controlling the weather, capturing and restoring its state, and adjusting quality settings.

This is an early preview, and some features are still experimental. There's plenty more I want to improve and add, but I'd love to hear what you think so far!

Best Regards
- Mikael


r/Unity3D • • 11h ago

Game 1 year of solo Unity development in 1 minute - from prototype to dungeon chaos

6 Upvotes

Hey everyone!

I put together a one-minute timelapse showing a year of development on Hero Grinder, from the first prototype to its current state.

It’s a reverse tower-defense roguelike: you play as the dungeon boss, build traps, and defend your home from waves of loot-hungry adventurers. You also fight alongside your defenses, so the game combines building and planning with real-time combat.

One of the biggest challenges is performance. With hundreds of heroes, the cost of individual systems adds up quickly: movement, target searches, navigation, collisions, animation, and status effects. A small amount of unnecessary work per enemy becomes expensive when the whole crowd does it together.

Some useful tricks at this scale are updating expensive decisions less frequently, spreading checks across frames, pooling frequently spawned objects, and limiting unnecessary physics interactions. Movement needs to look smooth, but an enemy usually doesn’t need to reconsider its target every frame. The important part is choosing where you can reduce work without making enemies feel slow or unresponsive. Profiling crowded fights is essential here - a quiet test scene tells you very little about the worst moments.

Another challenge is making all that chaos readable. Traps need satisfying effects, attacks need impact, and elemental reactions need to be obvious. But put everything on screen together, and those effects compete with enemies, hazards, and the player character. Stronger feedback isn’t always about adding more particles. Sometimes it means shortening an effect, reducing its size, or giving the most important event a clearer silhouette.

Then there are the interactions between systems. A hero can be frozen, knocked back, pushed into another group, or thrown into a hazard. Every interaction raises questions: what takes priority, what happens to navigation during knockback, and when does the character regain control? These rules need to feel consistent while staying cheap enough to run across a large crowd.

That’s the less visible side of the progress in this video: getting individual mechanics to work together, hold up under load, and remain understandable during a fight.

There's still plenty to improve, but seeing the prototype next to the current build makes the progress much easier to appreciate.

If you’ve worked on similarly crowded games in Unity, which system became your biggest bottleneck?


r/Unity3D • • 5h ago

Question pre rendered lighting

2 Upvotes

does anyone know a good demo/tutorial of the Resident Evil-style pre-rendered background approach but modernized with normal maps lighting? I'm trying to figure out if it would be worth the extra effort


r/Unity3D • • 1d ago

Show-Off Voxyte, my Voxel Engine for Unity, is finally out. Here’s a cinematic clip I made with it

71 Upvotes

I finally finished V1 for my Voxel Engine for Unity. It's built pretty much from scratch, and it's meant to be an actual engine, not a game kit (real gameplay mechanics are not included so whoever uses it chooses the game's direction).

This is a video I put together to show the scale and the atmosphere it can do: the view distance, the volumetric clouds and the light changing through the day, all running in URP. (the pickaxe and breaking effects are a little test kit I made on top of the API, and the castle is a Minecraft schematic I converted)

What do you think?

Some technical details:

- all the heavy work runs on Burst and the job system. chunks are 32x32x32 and palette compressed, and generating, lighting and meshing all happen off the main thread, so the main thread mostly just uploads meshes

- the far view is made of LOD rings. close to you are the real chunks you can edit, then a band at the same voxel size but simplified (no caves or small plants), then rings where one voxel is 2x2x2, 4x4x4 and 8x8x8 real voxels, out to about 4 km. They use the same world generator, just sampled more coarsely, so distant terrain matches what loads in later

- your edits show up in the far view too, so if you dig into a mountain, the hole is still there when you look back from far away

- terrain comes from a few large noise maps (continents, erosion, peaks and valleys) shaped with curves and domain warp, with a 3D pass on top for overhangs and cliffs. each biome can then change its own terrain

- lighting is flood-fill sky light plus colored block light, stored per vertex.The sun and time of day are handled in the shader, so day and night never rebuild chunks. There's also an optional hybrid mode that keeps flood-fill and adds URP realtime shadows and point/spot lights

- clouds are raymarched volumetric clouds rendered at half resolution. they cast shadows on the ground and show up in water reflections. the water has screen-space reflections, refraction, caustics and flowing water

- every edit goes through commands, so undo/redo and batching work out of the box. raycasts, collision and pathfinding all use the same world data

Happy to answer any questions :) It's called Voxyte on the Asset Store if anyone's interested.

- Price: $69.99

- Unity 6.3 (6000.3) or newer, URP

- Desktop, tested on Windows (D3D11, D3D12, Vulkan). macOS and Linux aren't tested yet, no WebGL

- Includes: full C# source, 3 sample scenes, 121 pixel-art block textures (32 px and 16 px) and a 191-page PDF manual

- Engine only, no gameplay systems (the pickaxe and castle in the video aren't included)


r/Unity3D • • 3h ago

Question Work, work... Do you like games that need you to do some resources management?

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1 Upvotes

I'm working on my game and I want it to be a cozy building and management game - and I wanted to ask you.

How much resources management would be "a ok" for you in this kind of mix cozy + building + management? Cause I'm afraid I will do too much of the management and it will just kill the coziness / chill aspect of the game.


r/Unity3D • • 1d ago

Show-Off Game items. No AI. Cinema4D, Houdini, Substance Painter, Unity URP

65 Upvotes

r/Unity3D • • 7h ago

Question Another week another robot ,feedback will be amazing 🩷

2 Upvotes

Hey🦋.

First I want to appreciate your feedback you helped me so much to improve my animation

In my game you program your own robot and use the sensors and voltage to learn IOT!

I created a robot that it's goal will be to do small tasks, I won't get into it to much what, since still WIP.

But I added a few animations for him following your feedback like a bit uneven, a bit more fluid, wdyt?

I know not the best still improving in animation

Any feedback will be amazing 🩷

(Still no sound, I am on it!)

Fyi all models in the game created by the player using my game, and later models you create you can export and use them inside your game.

*No AI involved, I do have some algorithms to help with auto animation depending where you place the wheels but zero llms involved in anything in game or his creation*


r/Unity3D • • 5h ago

Solved How to "bake" nodes for a PointGraph

1 Upvotes

Previously I posted asking about ways of going around creating an AI enemy that navigates around in 3D space (for example between a 3x3x3 grid of nodes, like below). Since then, I have started using the AStar project's PointGraph system (https://arongranberg.com/astar/). I know how to setup a point graph system and have a custom script that receives a path and navigates along it.

The only issue I think I will have is creating all these nodes, as there's no way to automatically create them. So I was wondering if there was a way to create a custom script that i can press a button in the inspector to create a load of nodes automatically. Any help appreciated!


r/Unity3D • • 1d ago

Resources/Tutorial More than 50 pages about vehicle physics for free!

125 Upvotes

I put everything I learned about car physics into one huge open source manual for you indies! ❤️

I have been building my car controller for way too long, and it would be a shame if all that knowledge got lost. It is completley free, so just use it.

Here is the longer video about it: [https://youtu.be/iYLAKpM1B2Y](https://youtu.be/iYLAKpM1B2Y)

I love to hear your feedback. I hope it helps you!!


r/Unity3D • • 16h ago

Question Saving game data to a file?

5 Upvotes

Hi, I've been (slowly) developing a magic themed isometric farming game. I've spent months and have little to show for it, just a static grid of tiles and basic camera movement, because I can't figure out how to make a save/load system or an updating toolkit UI.

To lay it out, when I launch the game, it needs to check for a save file and load it. If no save file exists, it generates a new one and starts the new game sequence (Player Creation, eventually). Most actions in the game will perform a save action, saving whatever "part" of the game it relates to (Map objects, currency, player stats, etc).

What techniques or processes should I be looking into to achieve this? I've looked at things like JSON and System.Serialisable, but couldn't figure it out from the documentation.

As for the UI, I can't get it to update the display values. It displays preset values and appears to load data from a file, but changing the values doesn't update in the UI, e.g. changing the currency from 100 to 200 still displays 100. Am I using the wrong data field or do I need some intermediary data holder?

Any help will be greatly appreciated, Thank you in advance.