I’ve been barking up the Unity + Source Control tree for many years, and I’ve had great interest in Plastic ever since I first saw their offering on the Asset Store. That said, my interest in this project isn’t primarily financial. ![]() My goal was to be as objective as possible, and I think readers will find that I’m not “taking sides.” But I’m a human being and therefore I’m subject to bias. The first thing I want to make clear is that I researched and wrote this article at the request of Codice Software (makers of PlasticSCM), who paid me for my time. I’ll be working through my thought process in considering PlasticSCM on Unity projects, and what is important to my team: what does it cost us in time/money, how can we share and collaborate, how does it deal with the kind of files we use, what is it like to work with, and specifically how do you make it play nice with Unity? ![]() As of version 4.3, Unity has PlasticSCM integration built-in, which makes Plastic a very compelling option, even for people like me who hadn’t heard of Plastic before Unity. As a longtime Unity developer, I’ve seen it develop as a product, but I’ve noticed that Version Control has posed an ongoing problem, and has seen some very interesting solutions. ![]() Unity is becoming the game engine of choice for an increasingly large portion of the industry in fact, it’s used to make a lot more than just games.
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