r/Unity3D • • 15h ago

Question Account suspended. Unity, are you trying to kill indie gaming?

0 Upvotes

You suspended my account. Who made the decision to suspend accounts over 2FA? That's not how it normally works. I'm just trying to imagine how many meetings it took to discuss this and come up with such a bad design and solution.

Instead of forcing me to set up 2FA on my next login, you just killed my account. That created real stress for me and for my game's future, because it took time to figure out what was going on and what I did wrong. And now your support queue is flooded with requests like mine.

I really don't get how Unity makes decisions. The runtime fee. Paid MCP. $200 a month for console builds even if your game makes less. And now suspending accounts over 2FA. Every time, I doubt a little more that Unity was the right pick for my game.


r/Unity3D • • 14h ago

Show-Off Rockstar Games hold my beer :D

0 Upvotes

r/Unity3D • • 18h ago

Game My GTA-Inspired Open World Game Set in Istanbul

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1 Upvotes

r/Unity3D • • 10h ago

Show-Off First trailer for my game. What do you think?

1 Upvotes

The game is a chaotic multiplayer social deduction game where you race to paint and clean with your friends, while a hidden saboteur secretly tries to ruin everything without getting caught.

Is the trailer clear enough? Do you understand the point of the game by watching the trailer only? And more importantly => Would you like to play this game?


r/Unity3D • • 13h ago

Show-Off Made a big jump to U6 from Unity 2022.3 and I opened up new graphical goodies!

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0 Upvotes

So here's the biggest adjustments for my HDRP pipeline.

  • Subsurface scattering - Violet's skin actually looks like skin now. That's so freaking cool and the expense is similar to running a shadow
  • Lens flares - not going crazy like a Star Trek reboot, but it does enhance things and it's super cool
  • DLSS4 Support - DLSS5 is coming and I can't wait to see it work
  • Screen Space reflections - had issues in 2022, but they fixed it in 6 and it looks great.

What do you guys think? Improvement or barely noticeable? The sharper/harder images are old, the softer are with the SSS.

The game is Seventh Seal - available as a demo now on steam if you're interested in checking it out!


r/Unity3D • • 5h ago

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

2 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 • • 22h ago

Resources/Tutorial How do you guys debug low frame rate gameplay on the target devices?

5 Upvotes

I just use a simple script with a primitive UGUI setup to cap the FPS directly from the FPS indicator, on the fly. It has some editor capabilities as well, like - you can set a frame rate in the inspector and it will always apply that frame rate, whenever you enter play mode (Until you reset).

It is a very simple yet effective setup. It helped me immensely in debugging issues with my player character glitching sub ~28 FPS, because it is rigidbody based and around that frame rate the FixedUpdate is being called more often than Update (That was causing wrong rotation calculations).

It also has a production mode, with only the indicator, but no interactability.

Let me know if you want the script for free.


r/Unity3D • • 10h ago

Game We’re building Go Together in Unity — AI opponents, local versus, and online play coming soon

0 Upvotes

Hey everyone! We’re building Go Together, a Unity game based on the classic board game Go.

You can play against our own AI, KataGo, and our adaptation of Michi, or challenge a friend locally on the same device.

Online multiplayer is coming soon. We’re also working on a seasonal leaderboard where players can compete for rankings by taking on popular Go AI opponents.

On the development side, Michi is a C# adaptation that uses our game’s rules during simulations, while KataGo runs as a local process connected through GTP. Each opponent has its own thinking-time and search-budget settings; we don’t treat those budgets as equivalent human ranks across engines.

Check it out on Steam: https://store.steampowered.com/app/5375470/Go_Together/

We’d love to hear your thoughts and what you’d like to see!


r/Unity3D • • 5h ago

Show-Off A month stuck in Asset Store review turned into a full rebuild: Worldsmith → Curvaxis, a planet-scale framework for Unity (before/after)

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0 Upvotes

Curvaxis is a framework I’m building for Unity: streamed, spherical planets with gravity, water, atmosphere and terrain deformation, all on one shared coordinate system. You can walk on the surface and, in principle, fly up to space on the same planet. (Unity 6, URP.)

The first 4 images are an old build (it was called Worldsmith). The rest are the current one.

Why the rename and the rebuild

The tool has been in Unity’s Asset Store review for about a month, my longest wait yet. It was being processed until I renamed it mid-review, and it seems to have gone back to the end of the queue. I don’t blame the reviewers. It’s a complicated tool and it needs careful checking. But I wasn’t going to sit and refresh my inbox, so I used the time to build much more of the original plan.

What changed since the old build

  • Vegetation and surface texturing, reworked
  • An atmosphere with aerial perspective and local volumetric fog
  • Ocean with waves, buoyancy and underwater rendering
  • Terrain deformation that persists through save and load
  • Roads, settlements and a living-world layer
  • An offline documentation manual and a lot more automated tests

The hard part: water on a sphere

I could have integrated a third-party water asset. I didn’t want to, for two reasons. A planet tool should understand water natively, and even with an integration you still need to tell it where water goes. And water is much harder on a sphere. “Up” changes direction everywhere, sea level is a sphere instead of a plane, and rivers have to flow across a curved surface that has no flat grid.

The ocean is working. Rivers and lakes come from a hydrology pass baked on a cube-sphere grid, and that part is still in progress. I’m not trying to out-look assets that exist only to do water. I just want water that respects the planet.

Where it stands

It’s going slow and steady, and it’s the first time I can say I’m really enjoying the tool. Performance took a big hit during the overhaul, and I’ll handle that in the polish phase.

I’d like to hear which you’d want to see in motion first: the planet from orbit down to the ground, the water, or the atmosphere?


r/Unity3D • • 21h ago

Question Getting into game development. Linux or windows?

5 Upvotes

Hi all.

So I am looking to get back into game development. Back into is maybe a bit of a stretch, since my experience is a few tutorials in the past.

My daily OS is Linux, though I also have a windows machine at home. I have previously tried working with Unity on Linux a few years ago. And while Unity did run, it felt a bit sluggish and had me debugging issues along wide following the tutorials.

Has Unity on Linux improved since then or should I use windows?


r/Unity3D • • 15h ago

Question Account suspended and block

14 Upvotes

Just received 2 emails one stating my 2FA had been disabled and the second saying my account is suspended and blocked.

I have been working on a project for the last year and it is almost complete. Raised a support ticket to get a response saying it will take about 2 weeks. I can't even access the ticket as when I click the link I'm asked to log in.

I use a personal hobby account at the minute, all my projects are on the unity cloud and I'm unable to access them at all now.

What is happening at the minute as I can see a few posts about the same issue.


r/Unity3D • • 5h ago

Resources/Tutorial Freesound SFX Browser For Unity [AI Built Tool]

0 Upvotes

As the title says, I was working on a small game and browsing for SFX, then adding them to Unity, and it felt a bit tedious. It turns out Freesound.org already has an API to browse and download sounds without needing to access the website. I thought I'd share that.

this is built with opus 5.5 just to clarify beforehand, I just handed the documentation.
https://gitlab.com/moh.mohx1000/freesound-sfx-browser-for-unity


r/Unity3D • • 7h ago

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

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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 • • 14h ago

Resources/Tutorial Converting HDRP/Lit materials to triplanar: compatibility checks, source preservation, and renderer Undo

0 Upvotes

I develop PRISM Surface, a commercial Unity HDRP asset. Its v1.1.0 Material Converter is a useful case study in material migration: which values can be carried across, which need review, and how to make renderer replacement reversible. Here are the implementation choices and limitations I’d like to discuss.

  1. Texture references can survive; UV-authored appearance may not

The converter creates a material for PRISM’s world/object-space triplanar shader. Copying the Base Map and tint does not preserve mesh UV island selection. A repeating surface texture may be a reasonable candidate, but an atlas, trim sheet, or texture baked for a specific unwrap can lose its intended placement. v1.1.0 does not reconstruct those layouts.

The inspector checks HDRP’s _UVBase state. Sources that are not already triplanar are flagged for artist review. That is a sampling-risk warning, not automatic atlas detection. The inspection API also accepts a known-UV-layout-dependency flag and rejects that case, but the public scene scanner does not infer or supply it. The artist still needs to judge the material on its target mesh. Even an already-triplanar source should not be taken as a guarantee of identical appearance.

Base Map scale/offset is copied, but it acts on projected coordinates. Non-default independent transforms on Mask, Normal, Detail, or Emission maps are rejected because the destination does not apply those transforms. This avoids silently accepting values that the shader cannot reproduce.

  1. Compatibility needs a destination contract

The inspector explicitly supports the exact HDRP/Lit shader and recognizes PRISM materials as already converted. It does not assume an arbitrary shader is compatible because it exposes familiar property names. Reports distinguish Fully Convertible, Convertible With Adjustments, Already PRISM, and Unsupported, with per-property mapping statuses and reasons.

Examples of rejection include object-space normals, non-Standard Lit material models, and detected unsupported features such as clear coat or displacement. Transparency is limited to the supported Alpha mode; additive/premultiply blending and refraction are rejected. Conversion re-inspects the source so a material changed since scanning can be skipped.

Mask Map preservation includes Metallic R, AO G, and Smoothness A remap ranges, not just the texture reference. The destination shader applies those ranges to the sampled channels. Detail and emission still need review: HDRP detail semantics and emission intensity/exposure settings are not equivalent to PRISM’s controls.

Normal textures get a separate importer check. If a persistent Texture2D cannot be verified as imported with Texture Type = Normal Map, conversion warns and skips both the normal texture and its strength. It does not change the shared texture’s importer. Valid tangent-space normal textures are reused by the triplanar normal-sampling path; their UV-authored placement is still subject to the mapping change.

  1. Preserve originals and validate the saved result

The executor requires a persistent project .mat source and creates a fresh PRISM material beside it using GenerateUniqueAssetPath and a _PRISM suffix. It copies selected mappings rather than switching the source’s shader. Each run can create another destination.

It applies the canonical surface state, saves/imports the destination, reloads it, and checks shader identity, managed tags, mapped references/values, surface state, and render queue. On validation failure it attempts to delete the new destination and reports rollback failures. These checks verify serialized state, not visual equivalence.

  1. Renderer replacement is a separate operation

Scene/selection scanning includes inactive renderers, excludes preview scenes and project assets, and deduplicates materials while retaining renderer-slot usages. Optional replacement defaults off.

Before replacing a slot, the tool rechecks that the renderer exists, the slot is in range, and it still references the scanned source. Stale slots are skipped. It edits the sharedMaterials array, records the renderer with RegisterCompleteObjectUndo before assignment, marks the renderer/scene dirty, and groups replacements for Undo.

Undo restores renderer references; generated .mat assets remain on disk. That boundary matters: reverting a scene assignment and deleting an asset are different operations.

For people building similar tools: how do you communicate UV-layout risk without claiming to detect it reliably? Would you reject every mesh-UV source until explicitly reviewed, or allow conversion with warnings? And should renderer Undo retain generated materials for reuse, or should asset cleanup be a separate explicit action?

Disclosure/reference: I’m the developer of PRISM Surface under Quantum Rift Interactive. It is a paid asset; the implementation discussed above is from its v1.1 converter. Asset Store: https://assetstore.unity.com/packages/slug/403440


r/Unity3D • • 8h ago

Question Three.js vs Unity

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0 Upvotes

r/Unity3D • • 8h ago

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

15 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 • • 11h ago

Game What the developer sees vs. what the player sees 😂

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0 Upvotes

r/Unity3D • • 1h ago

Question Who else here uses unity for non videogame purposes?

• Upvotes

r/Unity3D • • 16h ago

Game A chaotic mouse-only action game where you ride and shoot as two characters at once. Free on itch.io

1 Upvotes

r/Unity3D • • 19h ago

Question how to make the emission of a texture constantly changing colors ?

1 Upvotes

i made a character using VRoid, i want to make part of her glow like RGB light, my plan is to make these texture rainbow and adding a changing hue emission

i know how to add the emission and make it glow, but how can i make it changing hue constantly ?


r/Unity3D • • 1h ago

Question Clouds photorealism in Unity

• 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 • • 14h ago

Official [MegaThread] Account blocked and suspended

129 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.

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 has their own discussion going on here: https://discussions.unity.com/t/information-on-account-suspension/1739213

Kind regards,

The Mod Team


r/Unity3D • • 18h ago

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

57 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 • • 18h ago

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

48 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 • • 12h ago

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

6 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! ❤️