Collaboration in Unity

I was just wondering how to work in teams and do some collaborative projects.

I know the pro version supports external source control and there is also the Asset Server, for those willing to waste all that money.

But for all those who use the free version, what do you do to get your work organized, source control, versioning and such?

There is a subforum dedicated to this topic. :wink:

http://forum.unity3d.com/viewforum.php?f=11

I dont think so…the description of that subforum is: “Advertise jobs, find team members, offer your help or art-for-code exchanges”.

I’m actually looking for support, so this is definetely the right forum. Thanks for the reply though :wink:

Realistically nothing.
The only realistic way to work with the data is usage of prefabs → packages or transfering the whole project packaged.

you can’t use versioning or anything alike to a degree where it makes sense to waste time on it

I see. I was about to come to a similar conclusion after lots of research.

What I was considering to do was:

  • SVN on the scripts folder;
  • A redundant dropbox folder for the whole project - as a backup and possibly recover of some files (they retain history for 30 days);
  • Prefab Packages to send data between team members;
  • One team member as “master”, responsible for assembling everything.

Any thoughts?

Anyone?

I basically use a similar structure like you proposed:

I use git to version all assets, I use rsync to make a master-copy of the project available on a server - for all team members to pull copys/updates from and I maintain a master-copy with several backups on my system.

The workflow is pretty easy; we work in cycles:
cycle 1:

  1. everybody pulls the full set of project data from the server and works with it
  2. new assets and assets not tracked by git (e.g. graphics and models) are moved to a work-folder and later exported to a unitypackage which I import into the project, scripts, prefabs, materials, etc. are maintained with git
    at the end of the cycle I update the server copy of the project and we enter cycle 2 when everybody pulls the updated project.

This works very vell so far. Sure, the manual export of asset packages are a bit of a pain, but it gives me control over the structure of the assets and ensures that no team member can mess with it.

The only real problem I have is: I maintain a perfect copy of the project on our server and after pulling from there, everyone has a exact copy on their machine… but unity needs to reimport all the assets anyway. which takes forever as the project files are way beyond 10 gb.

Quite interesting. I dont have the slighest idea on to fix the issue though :confused: