Creating a new Unity Project

Starting a new Unity project properly saves a lot of cleanup later. If the project begins with the wrong Unity version, wrong template, unclear folder structure, or no clean baseline scene, even simple tasks become harder than they need to be.

The best setup is the one that matches your actual target and stays easy to maintain as the project grows. For VRChat work, that usually means deciding early whether the project should be made through Unity Hub or VRChat Creator Companion.

Recommended setup

Create the project around the platform you are targeting, then save a clean baseline before importing assets, packages, or prefabs.

  1. Pick the workflow: use Creator Companion for VRChat projects, or Unity Hub for general Unity learning.
  2. Confirm the version: match the version expected by your platform, tutorial, or package set.
  3. Name and place it clearly: choose a useful project name and a folder that is easy to back up.
  4. Save a baseline: create folders, save the first scene, and check the Console before importing extras.
VRChat note

For VRChat worlds and avatars, prefer creating the project through VRChat Creator Companion so the supported Unity version, SDK packages, and package resolver setup start from the expected baseline.

Video Companion

This video fits this page because it shows the project-creation step in a real beginner workflow instead of treating project setup as an isolated Unity concept.

Create Avatars & World Projects - VRChat Creator Companion

Why it belongs here: the video reinforces the early project, version, and template decisions this page is already trying to make less confusing.

Choose The Right Creation Path

Use the tool that matches the project you are making.

Project type Best starting point Why
VRChat world VRChat Creator Companion Creates a world project with the expected SDK and package setup.
VRChat avatar VRChat Creator Companion Creates an avatar project with the expected SDK and dependency baseline.
General Unity practice Unity Hub Good for learning Unity without VRChat-specific packages.
Following a specific course The tool and version named by the course Tutorials can depend on exact editor and package versions.

If you are unsure and the end goal is VRChat, start with Creator Companion. It removes several early setup decisions that beginners often get wrong.

Step 1: Pick The Right Unity Version First

Before creating anything, make sure you know which Unity version your platform, package set, or workflow expects.

This matters because:

  • some packages only work on specific versions
  • tutorials may assume a certain editor layout or feature set
  • render pipeline setup can differ between versions
  • upgrading later can create avoidable issues

If you are building for a platform like VRChat, always start with the version that platform currently supports for the workflow you need. Do not upgrade a VRChat project just because Unity Hub offers a newer editor.

Step 2: Choose A Sensible Project Name And Location

Use a clear project name that tells you what it is without needing to open it.

Good examples:

  • VRGalleryProject
  • CityWorldPrototype
  • AvatarTestProject

Avoid vague names like:

  • NewProject
  • Test2
  • UnityStuff

Also store the project in a location with enough disk space and a path that is easy to back up.

Avoid putting active Unity projects inside synced cloud folders unless you understand the risk. Sync tools can sometimes lock files or sync temporary Unity changes while the editor is running. A local work folder plus deliberate backups is usually calmer.

Step 3: Select The Right Template

When Unity Hub asks for a template, choose the one that fits your use case.

Common examples:

  • standard 3D project
  • URP project
  • a platform-specific starter template if required

Do not just pick a random template because it is the default. Templates affect the initial package and render setup.

For VRChat projects, Creator Companion normally handles the project type more directly than Unity Hub templates. Choose the world or avatar project type there, then add packages only when you actually need them.

Step 4: Open The Project And Check The Basics

As soon as the project opens:

  1. Let Unity finish importing everything.
  2. Watch the Console for errors.
  3. Save the starting scene with a real name.
  4. Confirm the project structure is stable before importing extra assets.

This gives you a clean baseline.

A clean Unity project baseline with a saved scene, organized folders, no red Console errors, and a backup plan.
A clean baseline gives you a known-good starting point: the project opens, the first scene is saved, folders are organized, and there are no red Console errors before extra imports begin.

Step 5: Create A Simple Folder Structure

A good folder structure makes the project easier to navigate and maintain.

A practical beginner setup might include:

Assets/
  Scenes/
  Materials/
  Textures/
  Models/
  Prefabs/
  Scripts/
  Audio/
  ThirdParty/

You can adjust this later, but starting organized is easier than fixing chaos after importing dozens of packages.

Step 6: Save A Base Scene

Create and save a clean starting scene before you begin real work.

This scene can include:

  • the main camera or player setup
  • basic lighting
  • a floor or scale reference
  • any essential platform tools

Naming the scene early helps avoid ending up with several versions of SampleScene and forgetting which one matters.

Step 7: Add Only What You Actually Need

New projects often get messy because people import too many things too early.

A better approach is:

  1. get the project opening cleanly
  2. confirm the version and pipeline
  3. set up folders
  4. save the first scene
  5. import tools and assets gradually

That makes it much easier to identify what broke if something goes wrong.

Clean Baseline Checklist

Before you treat the project as ready for real work, check:

  • the project opens without red Console errors
  • the first scene has a meaningful name
  • core folders exist before importing assets
  • the render pipeline choice matches the project goal
  • required SDK or platform packages are installed
  • the project has been closed and reopened successfully once
  • you know where the project backup or copy will live

This is the point where it becomes much safer to import assets, add prefabs, or begin following a longer tutorial.

Common Beginner Mistakes

Starting on the wrong Unity version

This is one of the most common problems. It can break packages, tutorials, or upload pipelines.

Leaving the project structure messy

If everything is dumped into Assets, the project becomes difficult to navigate quickly.

Importing too many packages on day one

This creates unnecessary noise, import time, and dependency confusion.

Never saving a clean baseline scene

If something breaks later, it helps to know what the original working setup looked like.

Creating everything in one experimental project

Practice projects are useful, but do not let every test, package, and asset pile into the same production world. Create small throwaway projects when you are trying unfamiliar tools.

Recommended Workflow

Create the project with the correct version, name it properly, choose the right template, set up a clean folder structure, and keep the initial scene simple. Treat the first hour of setup as building a foundation rather than rushing into content.

That foundation makes everything else easier.

Helpful follow-up pages

Help! Unity shows errors right after creating the project.

Let Unity finish importing first, then read the first red Console error. Confirm the Unity version and package state before importing unrelated assets or trying random fixes.

Help! I am afraid to break the project while learning.

Create a small practice project for experiments, and keep your real project boring and organized. Setup decisions are much less stressful when tests happen somewhere disposable.

Should I create a new project or reuse an old one?

Create a new project when the old one has unknown packages, old SDK setup, broken imports, or unrelated experiments. Reuse a project only when it is already clean, current, and close to the same goal.

References

  • Official/source reference: Unity Hub - reviewed 2026-05-26.
  • Official/source reference: Unity Install Unity - reviewed 2026-05-26.
  • Official/source reference: VRChat Creator Companion Getting Started - reviewed 2026-05-26.
  • Local note: Unity editor behavior and VRChat platform guidance can change; keep future version, module, and platform claims tied to these sources.

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