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Import a Unity Scene ​

Bring a Unity project into Awaken - export a .unitypackage, drop it into the editor, and open one of its scenes as a live, editable Awaken scene.

Awaken reads Unity packages directly in the browser: it unpacks the archive, walks the YAML scenes and prefabs, resolves meshes, materials, and textures, and lands everything in Awaken's shared import IR so the result is an ordinary Awaken scene - objects in the Hierarchy, materials you can edit, geometry you can ship. This tutorial takes one Unity scene from Unity's Export Package dialog to a running Awaken Play session, including the handedness fix-ups Unity content usually needs.

What you will build ​

A Awaken scene populated from a Unity level: its GameObjects, transforms, meshes, and materials, opened from the Asset Browser and ready to light, script, and ship. You will also apply the standard Unity → Awaken orientation fix-ups so the scene faces the right way.

Importing a UI pack instead

A uGUI/HUD .unitypackage (menus, HUDs, health bars) imports on the same path but lands as Awaken UI, not scene geometry: loose sprites become textures, uGUI widget prefabs become UI prefabs, and pre-made screens rebuild as UI composites, along with .anim clips (as UIClips) and .ttf fonts. See In-Game UI for the UINode/UIClip system it targets. Known gap: labels set by the source pack's runtime scripts import as their placeholder text.

Before you start ​

Steps ​

  1. Export from Unity. In Unity, select the assets/scene you want, then Assets → Export Package…, keep Include dependencies checked, and export a .unitypackage. Including dependencies ensures the meshes, materials, and textures the scene references come along.
  2. Drag it in. Drop the .unitypackage onto the Awaken editor (or use + Import in the Assets panel). The Import dialog opens.
  3. Choose import options. In the Import dialog, use the file tree and the type filters to keep what you want, preview a model, and set the texture max size (smaller textures load faster and use less memory), then confirm. Awaken unpacks the archive and parses Unity's YAML entirely client-side - nothing is uploaded.
  4. Open the scene. Imported scenes and assets appear in the Asset Browser. Double-click a scene to load it; its objects populate the Hierarchy.
  5. Check orientation and size. Unity and Awaken differ in handedness. The importer converts everything for you (a 180° turn about Y: X and Z negated on meshes, positions, rotations and terrain) and applies each model's Unity Scale Factor, so nothing should face backward or arrive 100 times too small. If something does, compare it with the rules in Import: Unity.
  6. Check the lighting. The scene brings its lights, ambient and fog, skybox and Volume effects, but Unity's lighting does not translate one-to-one (no baked lightmaps or GI). If lamps from a URP pack blow out to white, turn on Physical light falloff in Render Settings → Lighting; if a town shows only a few of its lamps, turn on Clustered lighting. Check materials in the Shaders tab (Shader Editor).
  7. Play and ship. Press ▶ Play to walk the scene (pair it with the First-Person Controller), then export as usual - the imported geometry and textures are embedded in the self-contained scene, so the export is fully standalone. See Export game.html.

The Import dialog for a Godot project zip (Kenney's 3D platformer starter kit): the file tree with its fonts, models, textures and objects folders checked, the type filter chips with counts, the preview pane, the texture max size, and Import 43.

Where to go next ​

See also ​

Awaken: browser-native WebGPU game engine.