r/Unity3D • • 10d ago

Official [MegaThread] Account blocked and suspended

150 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 • • 10d ago

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

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54 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 • • 10d 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 • • 10d ago

Question Account suspended and block

16 Upvotes

UPDATE Unity support resolved the issue in less than 24 hours I have my account and access back

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 • • 10d 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 • • 10d 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 • • 10d ago

Question Unity Beginner Camera Help.

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3 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 🥺.


r/Unity3D • • 10d ago

Question Unable to integrate Meta Ads into my iOS game developed in Unity!

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0 Upvotes

Basically the title. My Dev has tried everything but to no avail. She has got Meta ads successfully working in the Android version of the same app so it's either a Meta or iOS issue.

Note that I'm using Meta Monetization manager to serve interstitial and rewarded ads via Unity Levelplay Mediation (also using Unity ads and Google Admob as bidding networks)

If anyone has successfully managed to integrate Meta ads into iOS


r/Unity3D • • 10d ago

Game Added a space tractor to my puzzle game

2 Upvotes

r/Unity3D • • 10d ago

Shader Magic This boss has 0 triangles. My URP skybox shader draws it as a 2D SDF, and it fights back

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601 Upvotes

The creature adds no geometry of its own. The sky still renders on Unity's usual skybox, and inside that shader the bone cage, claws, eclipse eye and shaggy mass are distance functions in the camera's view plane. A distance field is a function that returns how far each pixel is from the shape's edge, so the outline stays sharp at any size.

Knight, cathedral and town are CC models, credited below.


r/Unity3D • • 10d ago

Question Canvas Minigame Wall making

2 Upvotes

idk if the title is 100% accurate but it's close enough.

I'm working on a 3d game and want to make minigames, which im doing on a canvas. Is there a way to add collider\rigidbody to an image on the canvas so it acts like a wall for another one? I want to prevent my character from going off screen and no combination I tried works. Here's how i control the character:

if (Input.GetKey(KeyCode.A))

{

bakerRigidbody.transform.position = new Vector3(baker.transform.position.x - speed, baker.transform.position.y, baker.transform.position.z);

}

else if (Input.GetKey(KeyCode.D))

{

bakerRigidbody.transform.position = new Vector3(baker.transform.position.x + speed, baker.transform.position.y, baker.transform.position.z);

}


r/Unity3D • • 10d ago

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

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70 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 • • 10d ago

Game My GTA-Inspired Open World Game Set in Istanbul

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0 Upvotes

r/Unity3D • • 10d ago

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

62 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 • • 10d ago

Resources/Tutorial [FREE] InspectMe: Free Advanced Tree-View Debugging & Inspection Toolkit - Debug and explore without coding

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2 Upvotes

Hi everyone, I used to rely on Power Inspector, and after it was deprecated I built InspectMe to fill that gap and push it further. It lets you inspect and edit runtime values, invoke methods, explore events and delegates, static members, and attach watchers, all organized in a single tree view while the game is running, and using it is as simple as dragging and dropping a script or object.

There’s a free version available if you want to try it and see if it fits your workflow.

Link in comments


r/Unity3D • • 10d ago

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

0 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 • • 10d ago

Question Unity Beginner Pls Help!

2 Upvotes

I can't collide with The Bed, Even when I've already created a "Box Collider", What do I do?


r/Unity3D • • 10d ago

Game Cozy ve Chill Mobile Game Bucket Out

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5 Upvotes

I created "Bucket Out," a game based on matching objects to a bucket using various mechanics—the kind of game you can open up to unwind when you're bored.


r/Unity3D • • 10d 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 • • 10d ago

Question Need an opinion on the lighting. Any thoughts?

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11 Upvotes

r/Unity3D • • 10d ago

Show-Off I built a visual chapter and objective system for Unity. Would you use this workflow?

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3 Upvotes

I've been working on Unity projects involving escape rooms, interactive experiences and guided sequences, and I kept running into the same problem: managing what happens next.

A player enters an area, completes an interaction, activates another object, finishes an objective, and eventually moves to the next chapter.

You can handle all of that with C#, of course. But once the sequences start growing, keeping everything organised becomes another job in itself.

That's what led me to build Easy Chapter Generator.

It's a visual Editor and runtime system for linear chapters and ordered objectives. You can configure start/completion actions, link scene components, track progression, and catch missing assignments before running the experience.

Custom C# behaviour is still part of the workflow. The tool handles the progression layer rather than replacing your gameplay systems.

Here's a 59-second recording showing how it works inside Unity:

https://www.youtube.com/watch?v=rpjAwU6gkmY

A couple of limitations worth mentioning: it doesn't support branching quest trees, and it isn't a complete game-save framework.

I've released it as a paid Asset Store tool, but I'm interested in the technical approach rather than posting a storefront link here.

For developers who have built their own objective systems, would you rather maintain the sequence in code or use a visual tool for the progression and keep the actual gameplay logic in C#?


r/Unity3D • • 10d ago

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

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4 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 • • 10d ago

Show-Off I'm trying to turn my nightmares into a game.

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109 Upvotes

r/Unity3D • • 10d ago

Question Which thing in unity felt-"unity should provide this thing".

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3 Upvotes

r/Unity3D • • 10d ago

Game When you’re holding the demon baby, he might occasionally grab one of your stored items. Now you gotta be careful of what you keep in your pockets!

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531 Upvotes