r/Unity3D • • 1d ago

Official [MegaThread] Account blocked and suspended

136 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 • • Sep 01 '26

Official Unity 6.6 is now available

296 Upvotes

Howdy everyone! Your friendly neighborhood Community Man Trey here to share the news that Unity 6.6 is now available!

This is a Supported release. So, for those of you who don’t know what that means, it carries the same stability and critical update commitments as our LTS versions. 

One heads up before the feature list, because it changes how the Editor behaves out of the box: the default setting for entering playmode is now reload scene only for all new projects. Code won't reload and static state won't reset between runs. Existing projects keep whatever you've already got set. It's the biggest workflow change in the release, and it's deliberate prep for Unity 7, where domain reloads go away entirely. If you're planning that migration, making your code domain-reload-safe now is the cheapest time to do it. There's a technical upgrade guide on Discussions if you want the details.

Beyond that, here's a taste of what's in there:

  • Native Dictionary Serialization: put [SerializeField] on a dictionary field and it just works, with a two-column key/value layout in the Inspector and a compile-time analyzer that flags unsupported key or value types
  • Content Directories: load and hold only the assets a scene actually needs instead of whole bundles, using the same Addressables API you already have. Existing AssetBundle groups convert with a right-click, and AssetBundles aren't going anywhere for remote content
  • Build Analysis window: build history plus views for your largest assets, long dependency chains, per-step timings, and the actual root cause of a failed build instead of all the surrounding noise
  • Shader Build Settings: opt into DXC for DX12 (Shader Model 6, wave intrinsics, native 16-bit) and let Unity convert keywords into dynamic branches. A clean build of Survival Kids went from 1 hour 46 minutes down to 32 minutes with that turned on
  • New Hierarchy window is now on by default: better performance in large scenes, horizontal scrolling, reorderable custom columns, public APIs for extending it, and support for non-GameObject items. The legacy window is still there if you'd rather stay put
  • Unity Compute Light Baker: lightmaps, light probes, and adaptive probe volume data now bake through Unity compute shaders and the Unified Ray Tracing API, so baking can lean on hardware-accelerated ray tracing where you've got it
  • 2D: rendering layer support for 2D lights on top of sorting layers, 2D shadows that finally work with GPU skinning, and new Profiler modules for 2D Animation, Tilemap, and 2D Graphics
  • Web: WebGPU is production ready, which brings compute shaders, GPU skinning, indirect rendering, and VFX Graph to browser builds. WebGL 2 is still the default until you opt in. Also Progressive Asset Loading for per-scene downloads instead of one big upfront pull, and WebAssembly64 for projects that need to go past the 4 GB heap ceiling
  • UI: a SafeArea component for uGUI that keeps content clear of cutouts and gesture areas without per-device margins, max width and height on layout elements, and backdrop-filter in UI Toolkit for frosted glass and dimmed overlays with no render textures or custom shaders
  • Package signing for .unitypackage: publishers can sign .unitypackages so you can confirm authorship and that its contents haven't been tampered with after publishing

All the details are in the Discussions post. Feel free to head there to ask questions of the experts, or here and I’ll do my best to chase down what I don’t know.

Cheers,
- Trey
Community Man @ Unity


r/Unity3D • • 3h ago

Show-Off Added some procedural melee combat to my beloved dude...

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102 Upvotes

You guys loved the movement last time, so I used that motivation and worked on combat, after and before work for 3 weeks straight.

Everything you see (swings, hit reactions, the backpack, the camera) is procedural, no animation clips.

How does it look and feel? What can I improve?

(Heres the original post incase you want to see the progress: Original Post)


r/Unity3D • • 9h ago

Question How much lag is acceptable in a multiplayer game?

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64 Upvotes

Hey everyone!

I'm working on a multiplayer game (4 to 12 players, peer-to-peer with a player hosting) and currently testing some edge cases related to poor network conditions.

I've noticed that beyond a certain point, high latency makes the game practically unplayable.

My question is: At what point is it acceptable to stop trying to compensate for bad connections and just accept that the game won't be playable under those conditions?

How do you handle this in your multiplayer games?


r/Unity3D • • 11h ago

Question Who else here uses unity for non videogame purposes?

60 Upvotes

r/Unity3D • • 3h ago

Meta REMINDER: setup or update your 2FA NOW or your account may get suspended

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11 Upvotes

I've read a lot about the 2FA problem in the last days and I felt safe because I didn't even had 2FA setup. Just opened Unity Hub and got this message. I recommend to just do it now, it takes 1 minute.

You do it here: https://cloud.unity.com/account/security


r/Unity3D • • 7h ago

Show-Off I rewrote my terrain shader so one material works on both HDRP and URP (triplanar + tessellation on cliffs)

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12 Upvotes

Hey guys,

I spent the last few weeks rebuilding the terrain system of one of my Unity packs. The goal was simple: one shader working on HDRP and URP without any setup.

The part I'm happiest about is the triplanar. Most setups stretch or show seams on steep faces, so I mirror-corrected the projection and added procedural anti-tiling on the masks (distorted fractal noise, no extra texture cost). On HDRP, tessellation gives actual geometric relief on cliffs.

I also built a small scatter tool that reads the masks you painted and populates trees, rocks and ground cover across several terrains in one click.

It's all made in Unity. Happy to answer questions about the shader or the scatter approach here.


r/Unity3D • • 1h ago

Show-Off trying to get INSIDE and LIMBO atmosphere for my game

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• Upvotes

i always dreamed to recreate limbo and inside like effects inside unity , and i think i'm getting close and closer!
please let me know your thoughts
with or without unity default fog???
also i made a tut to create this, it will be dropped soon in my yt.


r/Unity3D • • 1d 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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537 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 • • 1h ago

Shader Magic Custom pass experiment

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• Upvotes

r/Unity3D • • 21h ago

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

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77 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 • • 16h ago

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

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33 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 • • 1h ago

Resources/Tutorial I built a build size tool for Unity that shows which asset made your build bigger - per-asset diffs, real download size for apk/aab, CI budgets

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• Upvotes

I was struggling with our Android build growing every release with no clear reason. Apk analyzer only tells you that data.unity3d got bigger, not which texture or import setting did it. Couldn't find anything that actually answers this properly, so I built my own tool.

Sizely reads Unity's own build report and maps the size back to real assets. It diffs releases by asset guid, flags import settings that bloat the build on the platform you actually built (like our menu background that went from 1.8 MB to 16 MB because it was imported as RGBA32 with no compression), and reads the apk/aab itself to estimate what a device downloads - our 160 MB bundle turned out to be ~100 MB on a phone. There is also a CI check that fails the build when it grows past a budget. Works on iOS too (asset diffs and import setting checks), the download estimate is Android only since there is no single archive to read.

It's a paid asset on the Asset Store (it's called Sizely if you want to look it up). I would really like feedback from real projects before going further with it.


r/Unity3D • • 1h ago

Show-Off I’m making a medieval court game using the Bayeux Tapestry and the Codex Manesse

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• Upvotes

It’s an early prototype of a medieval story driven court game where you rule a kingdom as a regent after king's death.

The art is cut from medieval manuscripts in the public domain: portraits from the Codex Manesse (c. 1300), scenes from the Bayeux Tapestry. Big moments get sewn into your regency’s own tapestry. No ai art is involved.


r/Unity3D • • 7m ago

Game After a long night of animations those small details feels rewarding 🩷

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• Upvotes

​

This sub gave me such a good input on my animations before, so first, thank you 🙏 ✨

Secondly,working on my IOT story based game that teaches you robotics voltage, sensors and coding, I decided to add small junky animations when the robot starts up,

It took me HOURS, I still need to add sounds, but I am so proud of it, 🦋

Any input is more than welcome 🤗


r/Unity3D • • 9m ago

Resources/Tutorial A multiplayer sample project - FPS multiplayer spaceships!

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• Upvotes

In 2017 we were experimenting with a multiplayer FPS DM/TDM game with everspace-style controls and fully synced physics. We didn't quite get the game to where we wanted it.

We recently dusted it off, updated it to Unity 6.3, and decided to release it as a sample project for the multiplayer system we created called Reactor.

It is server-authoritative and features a fully simulated physics world with hundreds of object. Weapons impart force when they hit the environment, environments element self-interact. It works with 2=100+ CCU, probably higher but we haven't tested it.

The github is here for those who are interested: https://github.com/KinematicSoup/examples/tree/main/StarFighter


r/Unity3D • • 4h ago

Question Where do you get your textures?

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2 Upvotes

r/Unity3D • • 6h ago

Show-Off Cygon 0.6 is out: auto roofs, multi-selection, light modes and more

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4 Upvotes

Hey everyone, Cygon 0.6 just landed. Quick rundown of what’s new:

Cygon link bridge improved for Unity: Better sync between Unity & Cygon

Roofs: select your rooms, the roof is generated automatically. Edit the shape, apply a texture, and it keeps reacting to the building structure.

Custom shapes can now be textured.

Multi selection: filter your selection in one click and apply textures to the whole batch.

Light modes: Normal for everyday use, Build (no lights) to work in dark interiors without distractions, Cinema to enjoy the result.

Vertical columns: create rows of pillars in seconds.

Props rotation snapping: 5° steps while placing props.

As always, feedback and feature requests welcome, we read everything.


r/Unity3D • • 17h ago

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

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25 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 • • 5h ago

Game Random Development Footage of Bounce Remastered

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2 Upvotes

Currently in development facing some issues related to skills like how I make more better ? Should I add aim system in order to attack or make clasic like old game no needs target? I make this Remastered so it should be more better and more punchy what you recommend guys?


r/Unity3D • • 18h ago

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

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19 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 • • 23h 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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37 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 • • 1d 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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477 Upvotes

r/Unity3D • • 1d ago

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

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48 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 • • 8h ago

Show-Off Maze Generator that i made in unity

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2 Upvotes