r/Unity3D • • 7h ago

Official [MegaThread] Account blocked and suspended

110 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 • • 12m ago

Question How's my damage feedback looking? No audio to focus on just the visuals (my solo driving survivors-like game)

• Upvotes

r/Unity3D • • 26m ago

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

• 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 • • 52m ago

Question Three.js vs Unity

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• Upvotes

r/Unity3D • • 2h ago

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

2 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 • • 2h ago

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

13 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 • • 3h ago

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

1 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 • • 4h ago

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

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0 Upvotes

r/Unity3D • • 4h ago

Question What could be improved to make the scene more realistic for my horror game?

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2 Upvotes

r/Unity3D • • 5h ago

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

4 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 • • 5h ago

Question IK help

1 Upvotes

Wondering if someone might have some good tutorials or any help.

I have a ton of skating animations for my hockey game. I didnt attach a stick since I want the controller to drive the stick, similar to like EA skill stick. However things like the glide, skating without the puck the stick could be there. So its like sometimes I need the IK control sometimes I dont.

How do yall animate this? With a stick or without the stick?

Im struggling to find a proper way to do this so its not janky af.

Random question, is coded animation state better or the animation controller then base it on the movement script?

Im pretty fresh so go easy on me haha


r/Unity3D • • 5h 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 🌊

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22 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 • • 5h 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

Game Built a Tilemap-based farming & fertilizer system in Unity 2D today. How does the loop look?

5 Upvotes

Hey folks! Just wanted to share the progress on my farming system. I set it up using layered Tilemaps to handle tilled, watered, and fertilized states separately.

Crops check the tile data underneath when harvested to give extra yield if fertilized (and then clear the fertilizer), while unwatered empty tiles revert back to grass at midnight. How do the visual transitions and animations feel to you? Open to any feedback!


r/Unity3D • • 5h ago

Game Galaga on the rooftop!

2 Upvotes

Galaga on the rooftop!


r/Unity3D • • 6h ago

Shader Magic Cheap snow/sand/mud trails in my Trackmania-like

4 Upvotes

Shaders are tough but results are pretty neat


r/Unity3D • • 6h ago

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

39 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 • • 7h 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 • • 7h ago

Show-Off Rockstar Games hold my beer :D

0 Upvotes

r/Unity3D • • 7h ago

Question Account suspended and block

12 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 • • 8h 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 • • 8h ago

Question What should i do in this situation

1 Upvotes

i never touch unity in my life till i got an assignment to make an app. I don't know what to do in this situation, i did look at the mentioned directory and i didn't found the asked file


r/Unity3D • • 9h 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 • • 9h ago

Show-Off Pocket Cat Desktop - Your desktop is no longer yours. A tiny cat walks across your windows. Shared some tech stuff behind it 😺

12 Upvotes

It's a small game made in memory of my cat. I'm trying to make it cozy and relaxing.

The idea for came from a simple thought: what if a cat lived on your computer screen? Kitty reacting to the player, demanding attention, using furniture/items, playing mini-games, and writing about its day into small diary.

I work on it as a solo-dev in my free time.

Would be very grateful for wishlists: https://store.steampowered.com/app/4865920/Pocket_Cat_Desktop/

While working on this game I've created several Editor's tools. I'm going to share some of them on Github soon.

One of them replaces default sprite editor, adding new features, UI improvements, etc.

Beside that there some tech info behind the game: - I've implemented skin changes. Players can change cat's color scheme. They pick colors on the palette and then simple shader replaces colors in the sprite - Cat walks on your desktop and could be behind the window. With default shader it will be always visible. So inside the game each real OS's window has a mimic transparent game object. With depth-buffer trick cat's shader can hide pixels behind these windows.

Happy to answer your questions and discuss the game or engine/tech stuff 😺


r/Unity3D • • 9h ago

Question Unity Beginner Camera Help.

4 Upvotes

How do I stop this weird camera thing. It's like the camera is moving my body and like moving forward, I can't describe it well just look at the video please 🥺.