FINALLY! You guys need to showcase this tool more even maybe explain why you should use this over git! This tool gets overlooked too much and it’s so good now! Thanks for all the updates
I still can't see a reason to stop using GitHub. GitHub desktop is capable enough to do anything. Although I was fooled by it that git is installed on the system when it wasn't. Unity needs it to add git packages. GHD lacks a diff tool out of the box though.
I guess one good thing about github for indie devs is that it's totally free unlike UVC's 5gb limit of project. Yes LFS has limit but it's only if your files keep exceeding 100mb of size. Correct me please if I am wrong.
Been using it for years, for those wondering: - It's free unless your project is huge, and then it is super cheap, even if you have the free licence for Unity. (good, don't panic) - It's still free for multiple projects. (good) - Yes, it's better than git for unity projects, no need to mess around with super clunky large file stuff. (good) - It doesn't balloon in size randomly when you aren't looking. (good) - You don't need to learn/use branches unless you want to. (good)
Why do you need to learn branches if you don't want to? I'm committing to main in my personal projects, unless I want to make an experiment and do it in a separate one. So I can merge only what I want or ditch that experiment.
The most powerful thing about using version control systems is being able to make different features and doing expermentations without worrying about messing up your project. + avoiding to have project1, project2, projectFinal, and projectFinalFR
Not sure how Unity VC works, but generally, you should have one main branch called master/production, which is the most up-to-date branch. You then create new feature branches based on the master branch. So let's say I want to create a new inventory system. All I'd have to do is clone the master branch and then create a new feature branch called feature/InventorySystem. When the feature is complete and fully tested, all I have to do is merge or create a pull request back into master/production
UVCS is perfect for that because you can create a child branch and work 100% independently there, with no fear of breaking the project for the rest of the team because you are safe working in a branch. Worst case scenario, if the project doesn't work in that branch, you can abandon and remove it.
Not sure if i'll use it instead of git but.. respectable, might end up using this eventually just hard to change habbits. This is useful for non programmers since locking makes it safer for non tech people
NICE even thought I'm using git/gitub I can my self using this for my personal projects, this is one of few Unity recent acquisitions that made sense to me.
Thank you for your kind words! Just let you know we support migrating git/github repositories with all their data and history. So it's very easy to switch!
For new people, just be careful because: - you cannot delete/hide branches - Rider plugin is not in a working state - plastic app not usable when not having internet connection
Yes, its like they tried to reinvent git for no good reason and it didn't worked out, almost messed my commercial project to a point where i couldn't work on it anymore. Reverted to git and my problems magically disappeared. Not being able to delete branches was really weird, even for me that was a completely git newbie at the time.
@@umapessoa6051 Sorry to hear it didn't work for you. Just for you to know, Unity Version Control (formerly known as Plastic SCM) was first released in 2005, at the same time Git was created, so it's not a reinvention of it, git is great but there are a lot of differences in between, like the ability UVCS/Plastic has to handle big binaries or big repositories. Regarding removing branches, that is something we don't support for branches already integrated. We allow it for the rest. Moreover, we are working on a way to hide and show branches for the entire team, no longer a local configuration.
@@Braneloc well by default it wants to add all my 3rd party assets to my repository, so that would make it extremely easy to hit the limit if I had a 5GB modular asset in my project
@@mikeha I was concerned about that, so I have a separate project with loads of 3rd party assets in that I pull over the ones I want when needed into the main project. Unity also has a pretty good Asset Manager (available in Package Manager) too..
The main "issue" i have with this is that in order to open the source control tool, i must open the engine. which can cause a lot of problem for few cases. I remember many times when my project was in an "un-opened" state (it instantly crash), and the only way to fix it was to revert some changes and fix the problem. Is it possible to do that with this tool ?