Error message in version control

Hi guys, I’m new in unity.
when I use UVCS, it is fine for a few days.
And when I opened the UVCS today, and open the incoming changes it will notified that:
The server ‘@cloud’ has a not valid format. The server valid format is: [protocol://][organization@]server


and I search it in google, there are few answer to help me to fix this problem.
If you have some way to solve it, I will be appreciate.

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Getting the same issue, did you ever find a solution?

Unfortunately no …

You need to confirm your source control settings at https://cloud.unity.com

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It works!! Thank you!!!

Having the same issue and the solution below didnt work as a fix. any suggestions?

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Yes me either, the problem still exists after confirming the source control settings.:smiling_face_with_tear:

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let me know if you get a solution working but it seems something on unity end to fix.

I’m sorry you folks are struggling with the Unity VCS stuff… but I give you high marks for using source control in the first place, so you’re already ahead of the game. :slight_smile:

Personally I think Unity has their plate full as the best game engine company … but I just don’t feel like their version control game is quite up to what I would consider “enterprise” standards.

That is of course just my own personal opinion / viewpoint, but I value my own hard work too highly to trust to anything other than an actual enterprise-grade asset control system, which is why I took the time to learn and use git.

Git isn’t an easy thing to learn, but it is essentially a pretty major standard out there, and underneath it all, git is incredibly simple in terms of what it is actually doing, although it might take a new user quite a while to realize this.

PROPERLY CONFIGURING AND USING ENTERPRISE SOURCE CONTROL

I’m sorry you’ve had this issue. Please consider using proper industrial-grade enterprise-qualified source control in order to guard and protect your hard-earned work.

Personally I use git (completely outside of Unity) because it is free and there are tons of tutorials out there to help you set it up as well as free places to host your repo (BitBucket, Github, Gitlab, etc.).

You can also push git repositories to other drives: thumb drives, USB drives, network drives, etc., effectively putting a complete copy of the repository there.

As far as configuring Unity to play nice with git, keep this in mind:

I usually make a separate repository for each game, but I have some repositories with a bunch of smaller test games.

Here is how I use git in one of my games, Jetpack Kurt:

Using fine-grained source control as you work to refine your engineering:

Share/Sharing source code between projects:

Setting up an appropriate .gitignore file for Unity3D:

Generally the ONLY folders you should ever source control are:

Assets/
ProjectSettings/
Packages/

NEVER source control Library/ or Temp/ or Logs/
NEVER source control anything from Visual Studio (.vs, .csproj, none of that noise)

Setting git up with Unity (includes above .gitignore concepts):

It is only simple economics that you must expend as much effort into backing it up as you feel the work is worth in the first place. Digital storage is so unbelievably cheap today that you can buy gigabytes of flash drive storage for about the price of a cup of coffee. It’s simply ridiculous not to back up.

If you plan on joining the software industry, you will be required and expected to know how to use source control.

Source control does require learning, but there are TONS of tutorials and courses and online reference.

You should strive to use source control as confidently as you use your file/folder system.

“Use source control or you will be really sad sooner or later.” - StarManta on the Unity3D forum boards

Yeah this might have to be the option we go for. I have always used git but I thought i’d give it a try before shutting it down. And the first impression quickly went from “oh its quite user friendly being integrated in unity” to “oh theres already a problem…”

edit: thank you for your response, this is probably the route we will go down.

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Is there any way to make this the default? If I make a new project through the unity hub and tell it to use UVC it only half sets it up then I get the OP’s error