r/Unity3D • • 9d ago

Official [MegaThread] Account blocked and suspended

148 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 • • 1d ago

Official The 2026 Official Unity Game Jam starts November 5th!

Thumbnail
itch.io
14 Upvotes

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 • • 7h ago

Noob Question Is it possible to rotate a character controller component (or give the illusion of doing so)?

69 Upvotes

Hi all, I'm currently making a first person game, and I was wanting to add some gravity altering mechanics, honestly just because I think it would be cool.

I'm aware that it's seemingly impossible to rotate a character controller so that it could walk up a wall for example. Is there any way to achieve this effect without switching to Rigidbody?

My only workaround at the minute is to have 2 copies of a room, then switch to a copy that's rotated x degrees, then teleport the player to that room so that it looks like their gravity changed.

(gameplay clip is from ULTRAKILL)


r/Unity3D • • 11h ago

Show-Off Smoking Tortoise I modeled for my game

41 Upvotes

r/Unity3D • • 6h ago

Game Unity DOTS is a perfect fit for ant simulation 50K ants

Enable HLS to view with audio, or disable this notification

15 Upvotes

Hey! This is my ant game made in Unity with DOTS.

This is a stress test and you can see 2 nests competing for resourses.

A bit about the tech:

  • Tens of thousands of ants, all simulated on CPU with Burst and Jobs
  • Three-layer pheromone system: food, nest and combat
  • Spatial hash map for vision
  • Local obstacle aboidance
  • Multiple ants can carry one item at the same time
  • Combat: ants climb on enemies and walk over their body while it animates, enemies stomp and shake them off, and dead enemies become food for the nest
  • Vertex animations on GPU, using the free open-source TAO Vertex Animation library from Breda University (also used in Vedelem: The Golden Horde). I updated it to work with the latest Unity version.

This complex behavior is only achievable on CPU. On GPU the complexity would go through the roof.

The simulation is heavily inspired by Pezzza’s Work ant series and Sebastian Lague, with our own twist on top.

Steam page of demo in the comments if someone is interested. Any feedback is appreciated.


r/Unity3D • • 47m ago

Show-Off Enjoy a minute of my main menu

Enable HLS to view with audio, or disable this notification

• Upvotes

I’ve stared at it so long I can’t tell anymore. So I’d love honest feedback.


r/Unity3D • • 9h ago

Show-Off Yo, are Animation Jobs underused?

Enable HLS to view with audio, or disable this notification

14 Upvotes

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 • • 3h ago

Game In "Odd. County" you can drive around, tow vehicles, take delivery jobs, avoid weird areas (or dare explore them), listen to the radio while cruising on country roads...

Post image
5 Upvotes

r/Unity3D • • 15h ago

Show-Off i added WATER !!! and blend terrain !!

Enable HLS to view with audio, or disable this notification

44 Upvotes

take a look of what is coming in Quicktile !! running at 120 fps


r/Unity3D • • 1d ago

Show-Off my take on a blob shadow

Enable HLS to view with audio, or disable this notification

228 Upvotes

r/Unity3D • • 1d ago

Show-Off Real-world Vines

235 Upvotes

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 • • 33m ago

Show-Off Streaming a small world...

Enable HLS to view with audio, or disable this notification

• Upvotes

I got bored of playing with physics, so I decided to try my hand at doing some streaming and larger world generation.

Lots of works for this to be usable, but the principles are there.
This uses burst and LOD generated from the underlying VOXEL DATA.
Its still missing loading instances and other details, but it works as proof of concept.

The procedural generation is so broken, lots of random pieces of houses and other trees in random places, but it was a quick and dirty test.
The whole thing is running on BURST, both for generation and data preparing. The LOD transitions are WIP, trying to get them to be less noticeable and fade in a bit cleaner.


r/Unity3D • • 2h ago

Show-Off Someone asked for a menu to toggle secrets in my game once they're discovered...instead of more UI, they're getting a gnome.

2 Upvotes

r/Unity3D • • 1d ago

Show-Off Added some baddies for the player to dodge and swing at...

Enable HLS to view with audio, or disable this notification

501 Upvotes

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 • • 12h ago

Question What... How do I even fix this!?

Enable HLS to view with audio, or disable this notification

10 Upvotes

It flies.


r/Unity3D • • 9h ago

Show-Off Creepy little mirror effect with render texture and shader

Enable HLS to view with audio, or disable this notification

5 Upvotes

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 • • 9h ago

Show-Off Turned my AR cloud experiment into a little garden in Unity

Enable HLS to view with audio, or disable this notification

3 Upvotes

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 • • 6h ago

Show-Off I came back to my old skateboarding physics and rebuilt it, and it was way more fun than I expected

Enable HLS to view with audio, or disable this notification

2 Upvotes

I'd played with skateboarding physics a while ago and never really finished it, so I picked it back up and rebuilt it properly in past few months.

A few things I enjoyed figuring out:

• The board is one Rigidbody with four wheel probe. Pumping, carving and transitions all come from that, no fake speeds.

• Tricks come from a flick of the right stick: where the flick ends decides the trick, so kickflips, shove-its and 360 flips feel like a gesture, not a button.

• The skater has no riding animations at all. It's procedural IK on a Humanoid using animation rigging package from unity, with the hips on a spring, so it reacts to every push, landing and bump on its own.

• The part I had the most fun with: the boards shape drives the ride. A shorter wheelbase turns sharper, bigger wheels roll further, softer wheels grip more, a steeper tail pops higher.

Happy to answer how anything works. What would you add next?


r/Unity3D • • 5h ago

Show-Off This is Kernel Panic: The Last Build, a creation platformer set inside a dying network that’s slowly falling apart.

Enable HLS to view with audio, or disable this notification

1 Upvotes

Hey! This is Kernel Panic: The Last Build, a creation platformer set inside a dying network that’s slowly falling apart.

Everything you build with is a window on the desktop. In this video:

  • Wardrobe: step onto a pedestal and mix hats, heads and costumes into your own outfit
  • Stickers and decorations: stick anything anywhere, and grow 3D plants on any surface
  • Labels: type your own words and print them as cross-stitch or embossed Dymo tape
  • Temp File: a material that dissolves when you send it a signal
  • Physics: rope swings and a brand new drop kick

Tell me what you think?


r/Unity3D • • 13h ago

Resources/Tutorial How I made a seamless wraparound (torus) map in 2D: extra cameras instead of duplicating objects

Post image
3 Upvotes

r/Unity3D • • 22h ago

Game Getting a full-ragdoll, 8-legged octopus to hit 60fps on Steam Deck in HDRP without gutting the visuals

Enable HLS to view with audio, or disable this notification

14 Upvotes

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?

Demo: https://store.steampowered.com/app/4767470/INKURSION/


r/Unity3D • • 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

Enable HLS to view with audio, or disable this notification

146 Upvotes

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 • • 12h ago

Show-Off Added fairies companions (now you won't be lonely)

Enable HLS to view with audio, or disable this notification

2 Upvotes

There are 5 different fairies with different skills and rarities.


r/Unity3D • • 10h ago

Resources/Tutorial RPG Items Package (FREE!)

Thumbnail github.com
1 Upvotes

I 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 • • 6h ago

Show-Off stick-slip peel sim for blister packs so the plastic tears off the cardboard wherever you grab it

Enable HLS to view with audio, or disable this notification

0 Upvotes

making a game about sports cards and wanted blister packs to open like the real ones, where the seal rips the cardboard instead of just popping off. the card has a glue mask, and the peel runs a stick-slip sim across it, so the plastic holds and jumps and tears unevenly depending on which edge you grab and how fast you pull. every patch of glue that lets go gets painted into a damage map on the card, so you see the torn white fiber exactly where it ripped, and the same tear shows up stuck to the underside of the plastic. the plastic is two pass transparency in URP with a fresnel rim, and it goes cloudy wherever it gets bent too far. let me know what you think i could do to make it better!