We’re opening up an experimental package that puts review feedback where the work already is: inside the Unity Editor.
What you can do today
With Unity Cloud Collaboration Tools (com.unity.cloud.collaboration.tools 0.2.0-exp.1):
Leave threaded comments on scenes, GameObjects, and project assets
@mention teammates so the right people get looped in
Attach files and sketches for clearer context
Drop spatial markers directly in the Scene view
The Tools package ships with the Unity Cloud Collaboration SDK (com.unity.cloud.collaboration 1.0.1) underneath, the same annotation framework teams can build on (threads, attachments, reactions, and Jira integration via the SDK).
Requirements
Unity 6000.0 or newer
Project connected to Unity Cloud
Valid Unity ID
How to install
Open Window → Package Manager
+ → Add package by name
Add com.unity.cloud.collaboration.tools
(The Collaboration SDK installs alongside it.)
This is an experimental release. APIs and workflows can change. Not ready for production pipelines yet, we’re looking for early feedback and bug reports.
Not the same as Unity Collaborate
If you’ve searched for “Unity collaboration” before: Unity Collaborate was a separate, retired product. This is a new Cloud-backed annotations package for Editor review. Different product, different package IDs.
What we want from you
Try it on a real review workflow and tell us:
Where does commenting in the Editor save you a round-trip?
What’s missing before you’d trust this on a live project?
Any install, permission, or Scene-marker issues?
Drop feedback and repros in the replies. We’ll route bugs through the usual channels.
Feedback: I initially when straight to the SDK page because I’m used to this pattern of Unity package. I downloaded the collaborate package (not the tools one) and was completely lost. I suggest you change your link to the tools package instead of the SDK.
Feedback: After making a sketch and pressing Save and Close, the sketch unexpectedly disappeared. I wanted to see my sketch again to validate it, so I clicked it, but that deletes it.
Feedback: After making a thread in the scene, I don’t know how to hide it. Pressing the “Thread” button in the bottom of the scene view (speech bubble icon) does not toggle it off.
I figured out I can Right Click > Collapse, but it doesn’t feel intuitive. Also, after collapsing the thread, there are not two buttons. the left one doesn’t do anything, and the right one only opens the thread, never closes it (I would expect a toggle behavior)
Hey, thanks for sharing the package! Here’s my team’s point of view on this:
We’re particularly interested in a package that helps us document the assets we make. Just like code, our assets sometime have particularities that, without an annotation, can be puzzling. For example, you might have one character that has more bones than usual (“This bone is used to attach cosmetic items in the back ..”). Or one level has m_TreasureChestCount set to 0 (“The first level should not have rewards. November’s playtest revealed it made for weird pacing.”).
From my tests with the package, this works great when the thing that needs documenting is an element of a scene. But for our project (indie strategy roguelike), almost all game elements are expressed in prefabs or properties in a component / scriptable object. And it appears I can’t really annotate those.
Here are some examples of places I would have wanted to insert notes (real scenarios from the past).
On a hierarchy element. E.g. “This bone is used by the Controller to rotate the character when …”
Another note: Our game currently has ~7000 prefabs. I expect that the vast majority of them would have no annotations / threads. I don’t think any of my team member would be willing to permanently leave a “Collaboration” window opened (takes screen estate) for messages to appear. I’m also convinced my teammates would not notice when there are annotations on a prefab. They would be used to ignoring this window. Just like real annotations, I think they need to in your face when they exist, and completely hidden when they don’t.
Thanks for catching this, I appreciate you taking the time to report it.
We’re fixing that as part of a docs pass, and it’ll be live in the next release, expected shortly.
Thanks for reporting this. We’re looking at how to make both viewing and deleting the sketch available intuitively, one click away. On our agenda, coming shortly.
Good question for us actually. Did the close (✕) in the panel’s top-right corner not stand out, or was it visible but didn’t solve what you actually needed (e.g. closing several open threads one by one, or wanting to toggle them hidden/shown rather than closing them outright)? Trying to understand which. Either way, we’ll make sure the toolbar toggle that hides comment bubbles also closes open thread windows.
Thanks for taking the time to write this up, feedback like yours is precious to us, especially at this experimental stage where we’re trying to shape the package around what users actually need. The ideas here are great and we’ll look at the best way to address them in upcoming releases.
That would really propel my workflow forward. The pull requests agents create are extremely wordy. The reports I get take some time to present themselves, and it’s on the web. Being able to see or be pointed at right in the scene what the agent did or found and signing off on that or request further action … that would be downright amazing!
You can use both, but you should be aware of the risks if you make that linked project public. You must be careful not to source control any secrets or API keys. Otherwise the risk is likely minimal ie other users launching your project would appear in your Cloud statistics as usage. They don’t have access to your cloud dashboard.
For public repositories I would advice to forcibly unlink the upstream project - use gitattributes to force-merge “ours” on the respective project settings asset file. But a git hook script would give more fine-grained control.
Good to know, thanks. At the moment you can reopen a thread by clicking its comment bubble in the scene, or by clicking the thread in the Collaboration window. We’ll look into making that clearer.
The comments are tied to your Unity Cloud Project, which is created unless you select “Use local project”. This doesn’t store the code of your project, but instead is tied the features you access from cloud.unity.com. So it doesn’t matter whether you use UVCS, Git, Perforce or any other option.
We don’t yet have a connection between the comments you write here and pull requests, so you cannot take advantage of that fully yet. We also don’t have agentic mentioning.
What we do have is the addition of collaboration to the CLI in the latest beta Unity CLI 1.0.0-beta.6 is rolling out. Personally, I found it pretty cool to use an @agent and then tell my agent to use the CLI to view the comments I left in the editor. We encode a lot of positional information for the agent so it is able to interact with them. It even gives some pretty good feedback in 3d space.
Guys I was not able to tag people and thread reported unknown user with the answers, my coworked was able to do so and my icon and name was displayed correctly, Why could this happen?