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.
Coming soon
This tutorial is being written. The step outline below is final so you can follow the flow today; finished prose, screenshots, and a sample package land as they are completed. For the full, authoritative behaviour of the Unity importer - what it reads, what it approximates, and its known limits - see Import: Unity now.
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
- Complete Make Your First Game so you know the editor loop.
- Read Import Overview and Import: Unity - this tutorial is the hands-on companion to that reference.
Steps
- 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. - Drag it in. Drop the
.unitypackageonto the Awaken editor (or use the import entry in the Toolbar). The Import dialog opens. - Choose import options. Review the detected scenes and asset counts in the Import dialog and confirm. Awaken unpacks the archive and parses Unity's YAML entirely client-side - nothing is uploaded.
- Open the scene. Imported scenes and assets appear in the Asset Browser. Double-click a scene to load it; its objects populate the Hierarchy.
- Apply orientation fix-ups. Unity and Awaken differ in handedness, so imported content is corrected (a 180° turn about Y - negate-X and Z on meshes, positions, rotations, and terrain). If anything faces backward or mirrors, this is where to check; see the handedness notes in Import: Unity.
- Relight and verify. Unity lighting does not translate one-to-one. Add a Directional Light and tune the Render Settings sky/ambient so the scene reads correctly, then check materials in the Shader Editor.
- 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.
📸 Screenshot - save as img/tutorials-import-unity-dialog.png
The Import dialog after dropping a .unitypackage: the detected scenes and asset counts (meshes, materials, textures) it parsed client-side, ready to confirm.
Where to go next
- Restyle imported surfaces in Author a Custom Material.
- Walk the level with the First-Person Controller.
See also
- Import: Unity - the authoritative reference for the Unity importer and its limits
- Import Overview - how every importer feeds one shared IR
- Import Dialog - the options screen this tutorial uses
- Colliders & Skeletons - what physics and rig data survive import