This Learning Experience Has Been Enhanced
This course has been expanded with new content and an improved learning journey.

Expand Your Unity Studio Skills
Tutorial
foundational
+10XP
20m
Unity Technologies
This tutorial explores more advanced Unity Studio features that will take your skills to the next level.
By the end of this tutorial, you'll be able to do the following:
- Build custom interactions and behaviors using Logic, the integrated visual scripting system for Unity studio.
- Collaborate with your team in real-time within the same draft to iterate faster.
- Utilize Annotations to pin feedback and spatial markers directly inside your 3D scene.
- Transition your draft into the Unity Editor to unlock advanced development features.
1. Overview
In the previous tutorial, you learned the fundamentals of navigating the Unity studio interface, creating a new draft, adding objects, and applying animations and materials. In this tutorial, you'll explore more advanced tools that will take your projects to the next level.
You'll learn how to create interactive behaviors using scripts. You'll also discover tools that help teams work more efficiently, including the collaboration mode and Annotations, which allow you to leave comments directly on objects in the scene for other team members to review and act on. Finally, you'll learn how to import your Unity Studio draft into Unity Editor, creating a Unity project that you can extend with the full set of features and capabilities available in the editor.
2. Create Logic scripts
Unity Studio features its own visual scripting system, called Logic, which allows you to create interactive 3D experiences without writing any code. You can set up reactions to user actions and control how your GameObjects behave, all by connecting simple building blocks.
In this step, you’ll create a simple behavior: when you hover your cursor over a GameObject, the name of the GameObject appears on screen; when you move your cursor away, the name disappears.
Important: Extensive Logic documentation is available to help you understand the concepts of visual scripting and provides step-by-step instructions for adding specific functionality.
Watch the video walkthrough or follow the step-by-step instructions below to learn more:
Instructions
1. Create a UI Text element
- In the Hierarchy panel, right-click the UI Canvas GameObject and select UI > Text.
- Leave the default “New Text” content; the logic will update this at runtime.
2. Create and attach a Logic script
- In the Hierarchy panel, select the GameObject you want to hover over.
- In the Inspector panel, select Add Component.
- In the New Logic section, enter a name (for example, “HoverNameDisplay”), then select Create and Edit to open the Logic editor.
Tip: You can also create scripts in the My Logic folder and attach them to GameObjects from their Inspector panel.
3. Review the Logic editor layout
- Node Library: All available events, actions, and operators.
- Logic Builder: Drag and connect nodes to build behaviors.
- Methods and Variables: Create and manage variables and methods.
4. Build logic to show the name on hover
- From the Node Library, drag a While event listener into the Logic Builder panel. While is an event listener that continuously checks a condition.
Tip: You can zoom in on the Logic Builder panel and Alt+click+drag (macOS: Option+click+drag) to pan.
- Drag a Mouse Over event inside the While node.
- Drag the me variable into the Object socket. me is a build-in variable that refers to the GameObject this script is attached to.
- Create a variable to reference your Text element:
- In the Variables panel, select the Add (+) button.
- Name it “NameDisplay” and set the Type property to Object.
- Leave the Scope property as Global (accessible by other scripts); Local variables remain private to this script.
- Select the Create button.
- Add a Set Text action node inside the While block.
- Drag the NameDisplay variable into the first socket.
- In the Variables panel, expand the me variable and drag its name property into the second socket.
- In the Variables panel, select the Add (+) button.
While the mouse is over “me” (the GameObject the script is attached to), the UI text will display the GameObject’s name.
5. Test and connect references
- Close the Logic editor (select X or press Escape), then select Play.
- You’ll see a warning stating that “NameDisplay is empty”. Select Show to locate the source. This will take you to the Inspector panel of the GameObject that has your Logic script attached, with the NameDisplay empty slot highlighted.
- Exit Play mode.
- Drag the Text UI element from the Hierarchy panel into the NameDisplay box in the HoverNameDisplay script component.
- Press Play and hover over your GameObject to see that the name now appears.
6. Hide the name when the mouse is not over the GameObject
- Reopen the Logic editor by double-clicking the HoverNameDisplay script.
- Right-click the logic block you’ve created and select Duplicate.
- In the Node Library panel, search for “Not” (under Operators) and drag it into the Logic Builder panel. The Not logical operator reverses the condition it is applied to.
- Drag the Mouse is over Me output from the duplicated event into the Not node.
- Drag the combined Not node back into the duplicated While block’s condition socket (the block now reads “While the mouse is not over me”).
- In the duplicated Set Text node, remove the me > Name property and leave the text input empty. This clears the UI text.
7. Final test
- Close the Logic editor and press the Play button.
- Hover over your GameObject and see the name appear.
- Move your cursor away and the name clears.
You’ve now created and attached a Logic script, used event listeners, variables, actions, and operators, navigated the Logic Builder panel, and connected references between your script and GameObjects in the scene.
3. Want to learn more about Logic?
If you want to learn more examples of Logic scripts you can create, there are additional sets of step-by-step instructions in the documentation for the following interactive behaviors:
- Use a button to transform a GameObject
- Hide or show a UI element
- Trigger an animation with a key press
- Adjust scene lighting with a button
- Interact with an asset after an event
- Enable or disable a property on a GameObject
- Mute and unmute audio with the toggle element.
- Use sliders to change a material's color
- Play audio when you click on an object
You can also browse other draft templates available in Unity Studio and examine their Logic scripts to observe how different interactive elements and behaviors are implemented.
4. Real-time collaboration
Unity Studio has a real-time collaboration feature built in, so your whole team can work in the same draft at the same time, right in the browser. Everyone gets their own color, giving you shared presence and live visibility into what's changing. You can view other participants' cameras and fields of view, cursors in the Scene view, selections in the Hierarchy panel, live changes such as adding assets or changing material colors, and edits in the Inspector panel or Logic scripts. Changes display live, with no saving or refreshing needed.
In this step, you'll start a collaborative session, see who's working and what they're changing, follow a participant's view, and review the result together.
Watch the video walkthrough or follow the step-by-step instructions below to complete this task:
Instructions
1. Start collaborating
- Open a draft from the Unity Studio main page.
- When other users join the draft, their participant icons appear at the top right of the Hierarchy panel. Hover over an icon to display the participant's full name, or select the expand arrow next to the icons to view the full participant list.
- Each participant has a unique color. Use this color to identify their camera, cursor, selections, and activity across the editor panels.
Note: A maximum of 12 participants can work in the same draft simultaneously.
2. See who's changing what
- Camera: Each participant has a camera icon in the Scene view that shows their live position and orientation.
- Cursor and selections: Each participant's cursor and name display in the Scene view as they navigate. When they click, a white raycast appears from their camera to the click location. If they select an asset, it's outlined in their color, and a colored dot appears next to it in the Hierarchy panel.
- Inspector edits: When a participant edits a value in the Inspector panel, a colored dot appears next to the value and the field is outlined in their color.
- Logic script edits: An actively edited Logic script is outlined in the participant's color in the Project panel, with a colored dot at the top right of the script.
Note: Only one participant can edit a Logic script at a time. While a participant is editing a script, other participants can't open or edit it.
3. Follow a participant's work
- Select a participant's icon at the top right of the Hierarchy panel. Your view switches to that participant's camera, so you can follow exactly what they're working on, including live changes such as adjusting a light, which highlights instantly with no saving or refreshing.
- To stop following a participant, select the black cross at the bottom of the screen.
4. Search for a participant
- Select the expand arrow next to the participant icons at the top right of the Hierarchy panel.
- Enter a name in the search bar, then select the participant's name to follow them.
- Select their name again to stop following.
5. Review the result together
- As changes are made, they update live across every viewport, for everyone in the scene.
- Select the Play button at the top of the Scene view to run the scene and review the result together.
With real-time collaboration, you can now work on the same draft at once, see who's changing what, follow a participant's view, and review changes together as they happen.
5. Working with Annotations
Annotations let you leave comments and feedback directly inside your 3D scene. You can pin a comment to a spot, add a sketch, spatial marker, or file for context, reply, react with emojis, tag teammates, and mark comments as resolved. Annotations sync every few seconds, so your team can see new comments without the need to save or refresh the project.
In this step, you'll learn how to add a comment, attach context, reply to and resolve feedback, and manage notifications.
Watch the video walkthrough or follow the step-by-step instructions below to learn more:
Instructions
1. Add a comment to your scene
- In the Scene view, select the Comment icon in the toolbar.
- Move your cursor over the scene; a comment icon will show the areas where you can add a comment.
- Select a spot to open the Comment Editor; the comment icon will turn blue.
- Enter your comment in the text field. The attach, spatial marker, and sketch options let you add additional visual cues.
- Select the Post button (⬆) or press Enter to add the comment.
2. Add context to your comments: sketches, markers, and files
- Attach a Sketch: Select the pencil icon in the comments toolbar to draw directly in the scene. Use the toolbar at the bottom of the screen to adjust the pencil's Size, Brush Color, and Opacity, then select the Checkmark to save your sketch. Finally, select Post (⬆) to publish your comment. Your sketch will be automatically saved as a screenshot attached to the comment.
- Attach Spatial Marker: Link the comment you’ve made to one or more locations in your scene. To do so, select the Spatial Marker option in the comments’ toolbar, then choose the location(s) in the scene you want to link to.
- Attach file: Select the paperclip icon in the comments toolbar to attach a file up to 25 MB, in any format.
3. Reply, react, and resolve comments
- In the Scene view, select the Comment icon in the toolbar to open the thread list in the rightmost panel (filter or use Search for comments to find a specific thread).
- Open a thread to reply in context, react with an emoji, or tag a teammate with “@”.
- Mark a comment as resolved when feedback is handled (and unresolved if it needs reopening).
- To edit or delete a comment, hover over it, open the options menu (...), and select Edit or Delete.
4. Stay in the loop
- From a thread's (...) menu, select Follow this thread to enable notifications, or Unfollow this thread to disable them. When enabled, if someone tags you, you’ll get a notification on the bell icon section of the Asset Manager.
Important: You can't add annotations to a UI canvas or while the Animation timeline is open.
6. Import Unity Studio drafts to the Unity Editor
You can now import your Unity Studio draft into the Unity Editor and keep developing it with Unity's full feature set. The import preserves your scene hierarchy, adds your assets (3D models, materials, textures, and logic) to the Project window, and converts your Unity Studio Logic scripts to C# scripts. This uses the Unity Studio Importer package.
In this step, you'll set up a compatible Unity project, install the importer package, complete its prerequisites, and import a draft.
Watch the video walkthrough or follow the step-by-step instructions below to learn more:
Instructions
1. Set up a compatible Unity project
- Open the Unity Hub and select Installs. Make sure you have installed 6000.3.2f1 or later; Studio imports require it. If not, select Install Editor and install a compatible version. For a more comprehensive explanation follow the Install a version of the Unity Editor instructions.
- Go to Projects > New Project, set the Editor Version to a compatible version, choose the Universal 3D template (Studio drafts only work in 3D projects), then select Create Project.
2. Install the Unity Studio Importer package
- With your project open, from the main menu, select Window > Package Management > Package Manager.
- In the upper-left side of the Package Manager window, select Add (+) > Install package byname...
- Enter “com.unity.studio” in the Name field and select Install.
3. Complete the package prerequisites
- Once the installation is finished, from the main menu, select Unity Studio > Draft Import to open the Unity Studio Draft Import window. A prerequisite dialog appears. Check each item to continue:
- Set up Universal Render Pipeline (URP): It’s checked by default. In case you didn't create a project using URP, select Switch to URP > Set Up.
- Enable the Legacy Input system: Select Enable both, then Apply and Restart (the Editor will restart).
- Install TextMeshPro Essentials: Select Install now > Import.
- Sign in to Unity: Select Sign in and log in to your Unity account.
- Select Continue to proceed to import.
4. Import your draft
- In the Unity Studio Draft Import window, select the draft you want; its details appear on the right panel.
Note: If the Unity Studio Draft Import window didn’t open, from the main menu, select Unity Studio > Draft Import.
- Select Import. This can take a few minutes depending on the size and complexity of the draft.
- When it finishes, an Import Report dialog window shows what was imported. If the import process was successful, you can now close this window.
Note: To update a draft you already imported, re-open the Draft Import window located at the main menu at the upper-left side of the editor, choose the draft you want to update and select Import > Import > Remove and Import. If you see an Incompatible Draft Version error, open and re-save the draft in Unity Studio, then import again.
Your Unity Studio draft is now a Unity project — including C# versions of your Logic scripts — ready to extend, optimize, and build to platforms beyond the browser.
7. What's next?
Congratulations!
You've successfully completed the Get Started with Unity Studio course, and in this last tutorial learned how to create custom interactions with Logic scripts, work alongside your team in real-time using Annotations and the collaborative mode, and transition your Unity Studio drafts into the Unity Editor for advanced development.
You now have a solid foundation for bringing your 3D ideas to life using Unity Studio. To continue learning, review the Unity Studio documentation.
If you want to continue your Unity development journey, we recommend that you explore some of our other available courses:
- Get Started with Unity-In-Editor Tutorial: This tutorial takes you on a brief guided tour of the Unity editor, ending in the creation of your first 3D scene, all from within the editor itself.
- Unity Essentials Pathway: This guided learning Pathway includes everything you need to get started and comfortable inside the Unity editor.
- Game Development Pathway: Want to make your own games? Learn the basics of 2D and 3D game development and prepare for the Unity Certified Associate exam.