# 1. Dashboard Org and Editor Connect Part of [[UVCS]]. Next: [[2. Create Workspace Plastic vs Gluon]]. **Target:** Unity 6000.5+. Primary how-to: https://unity.com/how-to/redeem/version-control — Hub path: https://docs.unity.com/en-us/unity-version-control/get-started-vcs-hub ## 1.1 Mental model | Concept | Meaning | |---|---| | **Unity ID** | Your account. UVCS signs in through it. | | **Organization** | Billing / membership boundary on Unity Cloud / Dashboard. Repos live under an org. | | **Repository** | Shared history of the project (server-side). | | **Workspace** | Your **local** working copy of a repo (created on disk via Editor, Hub, desktop client, or `cm`). | You cannot usefully "just check in" without an org + repo + workspace. The Editor wizard walks you through the missing pieces. ## 1.2 Connect from inside the Editor (how-to path) From Unity's get-started guide: 1. Open your Unity project in the Editor. 2. Click the **Unity Version Control** icon in the toolbar (top-right), or open **Window > Unity Version Control**. 3. When prompted, **log in / sign up** — UVCS binds to your Unity ID. 4. If your Unity ID is not yet associated with an organization, create one when prompted (name it something stable for class / studio, not a one-off joke). 5. Return to the Version Control window when org association completes. > [!tip] Hub column > On the Hub **Projects** page, a **link** icon means the project already uses UVCS; a **broken link** means it does not. Hover a connected project and open the Dashboard repo link when you need cloud history outside the Editor ([Hub docs](https://docs.unity.com/en-us/unity-version-control/get-started-vcs-hub)). ## 1.3 Enable UVCS from Unity Hub ### New project 1. Hub → **New project**. 2. Check **Use Unity Version Control**. 3. Review auto-filled **Repository Name** and **Server location**; edit if needed. 4. **Create project**. > [!warning] UI churn > Unity has been updating the Version Control "New experience." Older Hub flows may also ask for a UVCS organization name at create time. Trust the dialog in front of you; the docs call this out explicitly. ### Existing project 1. Hub → project contextual menu → **Use Unity Version Control**. 2. Review auto-filled UVCS fields. 3. **Connect to Version Control**. When you open a connected project, the Editor should show the **Unity Version Control** tab. If missing: **Window > Unity Version Control**. ## 1.4 Editor Mode reminder (from the Manual) Under **Edit > Project Settings > Editor** (or the Version Control settings path your Editor version exposes): - **Visible Meta Files** — correct for Git and for most external VCS workflows. - Selecting **Unity Version Control** (or Perforce) switches the Editor toward that system's checkout semantics. See the 6000.5 Manual: https://docs.unity3d.com/6000.5/Documentation/Manual/VersionControl.html and the comparison in [[5. Clients and UVCS Comparison]]. Keep **Force Text** serialization (**Edit > Project Settings > Editor > Asset Serialization > Force Text**) regardless of Git vs UVCS — YAML scenes/prefabs stay mergeable when they can be. Same advice as [[1. Serialization Meta and Gitignore]]. ## 1.5 Dashboard org hygiene (teaching / solo) - One org per studio or course cohort if possible; avoid proliferating personal orgs you will forget. - Know who is **Owner / Admin** before you invite students — permission mistakes are part 5. - Free DevOps trial banners appear when DevOps was never set up for the account ([Hub docs](https://docs.unity.com/en-us/unity-version-control/get-started-vcs-hub)). Read current Unity terms; do not invent seat counts here. ## 1.6 Sanity check before creating a workspace ```csharp // Editor-only smoke check: is this folder actually a Unity project? // Attach nothing — run from an Editor script menu if you want a one-click assert // before pointing UVCS at a random directory. #if UNITY_EDITOR using System.IO; using UnityEditor; using UnityEngine; public static class UvcsProjectSanityMenu { [MenuItem("Tools/UVCS/Sanity Check ProjectVersion.txt")] static void Check() { string path = Path.Combine(Application.dataPath, "..", "ProjectSettings", "ProjectVersion.txt"); path = Path.GetFullPath(path); if (File.Exists(path)) Debug.Log(quot;UVCS sanity OK: {path}\n{File.ReadAllText(path)}"); else Debug.LogError("No ProjectSettings/ProjectVersion.txt — Hub will not treat this as a Unity project root."); } } #endif ``` > [!warning] Code not compiled in Unity > The script above has **not** been compiled or menu-tested in the Editor for this write-up. Paste into an `Editor/` folder (or asmdef Editor assembly) only after you accept that. Hub recognizes Unity projects by `ProjectSettings/ProjectVersion.txt` at the repository root ([Hub docs](https://docs.unity.com/en-us/unity-version-control/get-started-vcs-hub)). Nested projects need desktop-client workspaces + **Add project from disk**. ## Next [[2. Create Workspace Plastic vs Gluon]] — repository vs workspace, and which workflow UI you want.