# 5. Desktop Client and Inviting Teammates
Part of [[UVCS]]. Previous: [[4. Branches Smart Locks Exclusive Checkout]]. Next: [[6. Worked Example Day-One UVCS]].
**Docs:** UVCS hub https://docs.unity.com/en-us/unity-version-control · How-to invite section https://unity.com/how-to/redeem/version-control · Cloud members https://docs.unity.com/en-us/cloud/organizations/members-groups-roles · Legacy package invite notes https://docs.unity3d.com/Packages/
[email protected]/manual/AddMembers.html
## 5.1 Why install the desktop client
The Editor plugin covers day-to-day Pending changes / checkin for many solo flows. The **desktop client** still matters when you need:
- Full **Plastic** Branch Explorer and merge tooling
- **Gluon** artist workflow UI
- Creating workspaces for **encrypted** repos or non-root Unity projects ([Hub docs](https://docs.unity.com/en-us/unity-version-control/get-started-vcs-hub))
- `cm` CLI for scripted update/status in labs
Install from Unity's current UVCS download entry points (Dashboard / docs). Exact installer filename changes — follow the live download page, do not hardcode a CDN URL from memory.
## 5.2 Desktop client tour (what to show in class)
| Area | Use |
|---|---|
| **Workspace Explorer** | Tree of controlled / private items; ignore / cloak actions |
| **Pending changes** | Same idea as Editor tab; review diffs before checkin |
| **Branch Explorer** | Visual branch / changeset graph (Plastic) |
| **Configure merge/diff tools** | Point scene merges at UnityYAMLMerge ([[3. UnityYAMLMerge Smart Merge]]) |
| **Gluon mode** | Selective sync, lock, checkin for art |
Sign in with the **same Unity ID** you used in the Editor.
## 5.3 Invite teammates
Unity's how-to / Version Control package docs describe an Editor-side entry:
1. Open the **Unity Version Control** tab.
2. Open **Options** (gear).
3. **Invite Members to Workspace** (wording may be "Invite Members").
4. Completing the flow opens the **cloud Dashboard** where you add users, resend invitations, and set permissions.
Organization-level member management also lives under Unity Cloud org settings ([members, user types, and roles](https://docs.unity.com/en-us/cloud/organizations/members-groups-roles)).
> [!warning] Permission model not re-derived here
> Exact seat types, DevOps SKUs, and permission matrices change with Unity Cloud packaging. For a class, verify **who can create repos / lock rules / delete branches** on the Dashboard the week you teach — do not invent role names beyond what the Dashboard shows.
### Onboarding checklist for invitees
1. Accept email / Dashboard invite with a Unity ID.
2. Install matching Editor version (Hub).
3. Either: Hub **Add > Add from repository**, or desktop client update into a workspace then Hub **Add project from disk**.
4. Open project → confirm Version Control window connects.
5. `update` / get latest before editing locked assets.
## 5.4 Code review and Dashboard history
UVCS cloud provides repository browsing and code review features under the Unity / DevOps Dashboard. Treat PR-style review as optional pedagogy — many class projects only need Changesets + locks. Engineers coming from GitHub PRs ([[Setting Up GitHub for Unity]]) should explicitly map "Changeset" ≈ "commit" and learn where Cloud review lives rather than assuming GitHub UX.
## 5.5 Cross-link: clients comparison
For GitHub Desktop vs CLI vs UVCS decision tables, stay with [[5. Clients and UVCS Comparison]]. This part is the **hands-on** invite + desktop path once you already chose UVCS.
## Next
[[6. Worked Example Day-One UVCS]] — stitch parts 1–5 into one afternoon lab.