GB cost

Is there a max GB for a project? It just says hundreds of GB for $23 a month. Is that 100GB or 999GB?

Where are you looking? It’s listed here at least: Plastic SCM - Plastic SCM

My team is using cloud edition and the website says:

There doesn’t seem to be any limit, it only costs increasingly more and at a point where you use up more than let’s say 800 GB of storage, you might be better off hosting Plastic on your own server.

2 Likes

Hi @MathewHI ,

As @Xarbrough_1 mentioned, there is no maximum storage.

  • If you use Cloud Edition, your monthly storage pricing will increase based on the following pricing table: Plastic SCM - Plastic SCM
  • If you use an Enterprise license, you will need to host Plastic SCM on your own servers, so there are no costs associated with storage.
1 Like

How many GB is your project?

I see thank you.

Not sure that this will help you reason about your own requirements, but our Unity project including stuff not in version control is 30 GB. In the Plastic SCM Cloud, this project currently uses 50 GB storage (with all of the history). But these stats depend heavily on the type of content. This project has a lot of really large (600 MB) PSB Files. Each time an artist changes a single layer, the entire 600 MB blob needs to be pushed to the cloud, so I would say Plastic’s delta compression is actually incredibly good.

We have a different project, that is 5 GB on disk but only 7 GB in cloud storage because it only has small art assets that weren’t changed as often.

1 Like

Thanks I was just curious about other developers. I’m making a 3D shooter I’ve downloaded a lot of assets and models from the asset store and my project is over 100GB and I only have 1 level done. I think I will just store backups copies on an external hard drive it will be too costly to use a version control and I’m a solo developer I’m really only concerned with having backup copies in case I lose something.

As indie developer
First I started making just a copy backup for each alteration in my HDD. Like 20Gb game
But when my code starts growing I find it difficult to debug and bug fixing.
I start using Collaborate but you can go back only one, I mean looking difference.
So I start coding by very simple tasks. One by one and making a submite.
The problem is that sometimes you find out a bug that is in old code. And so is not possible to revert back a lot
Also, Collaborate crash. Forgoing back more than the one you need to make copies on the HDD for each time you go back.
It turns out a nightmare but is some hoe possible to fix the problem.

So now I’m migrating to Plastic. No experience in it.
I know that there is a technic not to have them for example textures, not into the project, and just a link. In this way, your project is much smaller than 100GB. I do not remember the name because never use them bundle or addressable: https://gamedev.stackexchange.com/questions/184228/advantage-of-using-addressable-over-asset-bundles-in-unity
Anyway is not simple to use them but can save you a significant amount of GB out from Unity Project.

Since I’m just a solo developer and don’t really need the Version Control part per se I just want to back my game up in case of an emergency. I store in a cloud service, for $8 a month I got 2TB. These Version Control programs I’m sure are nice and have a ton of features needed for large teams but they are way overpriced.

Azure Repo is part of Azure Devops and it is free. Unlimited storage, project management, Git LFS, all nine yards. And you’re wrong. It doesn’t matter if you’re a solo or a team, you need version control. It makes mistakes (which you will make, don’t kid yourself, all of us make them) bearable and easy to roll back and/or investigate.

I’ve already made a ton of mistakes that’s why I want to make backups. What I don’t need is the ability to work on independent versions of the game that don’t affect the main branch. Plus you have to admit the prices are an absolute joke, they’re never going to get away with this.

@MathewHI I will stress you out, consider a version control from the beginning.

I stress you out because when I started, like you, I was making just HD copies.It does not work unless you make a new copy every day. If you break the game, turning back, the disappointment can be too big. You can end up dropping the project.

Ideas:

  • And if you use Plastic branches and you only submit your Script and Scene folder? You probably want also plugins from the asset store. Or If you just exclude your textures folder and videos. I mean you make a copy for backup plus plastic for version control.
  • Also, I’m a beginner Plastic user but looks like you can make a local repository and not submit it to the cloud! Please double-check that.
3 Likes

I appreciate your advice sir, perhaps I will look into it further

Gluon (the simple GUI version for PlasticSCM) can be used like a backup/versioning tool. You set up a workspace, add your files, hit checkin and done. Next time you make a change to some files, hit checkin again, and you have your backed up with version. No need for distributed pull/push to other servers or branching etc. You can have the workspace point to the cloud and up to 5 GB are free. To me it sounds unreasonable if your project has multiple GB of assets if you’re working alone or in a team with only a few people. For example, if you have this one Asset Store sound effects package with 5000+ sounds, I wouldn’t commit them to a repository or even store them in the assets folder. That just slows Unity down by a large amount and you will never need all of those sounds. As a single person you probably won’t be able to listen to all of them to pick the 50 you need, so it’s probably better to store that somewhere on your disk and pick a few to import to Unity because you can always download the original pack again. Just as an example.

The version control part is important for making sense of your implementation changes (why did this stop working, it was working yesterday?!) and to save you in case of disk failure or file corruption.

3 Likes

And if you use it locally instead of the cloud?
And you make backups.

For those folks who may have migrated their Unity project repos to Azure Devops, can you share how you overcame some of the Azure upload restrictions?
I have 2 projects currently in Collaborate, one is 25 GB and the other 40 GB. I was able to export them as Git Repos onto local drive, but now I can’t import them into Azure Devops. I’m assuming this is due to the restriction outlined on their info pages indicating local repos initial upload can’t exceed 5 GB, and they only allow transfers from Github or Gitlab for repos greater than 5GB.
How do I get around this for large projects? Do I have to pay for a month of Github hosting, and go through pain of transferring there, before moving to Azure DevOps Repos?