# 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.