How does UCB work with large project sizes (i.e. > 4Gb)

Hi,

Our current project is heavy on assets and has now grown to be around 4Gb in size.
We use Bitbucket for version control but, to keep it manageable, we only commit “code” - scripts, shaders, scenes and prefabs - there, while excluding audio and graphics binary assets (these are backed up separately onto a Dropbox account).

I’d love to try UCB (and we could definitely benefit from creating regular automated builds!) but to do so, I understand that we’d have to have a single online repository containing the whole project. Can anyone comment on how they’ve managed that with large projects?
Bitbucket has a repository hard limit of 2Gb, while GitHub has a maximum recommended size of 1Gb, so they’re not options for us (even before we start committing changes!). We want to continue to use Git for version control, so do we have to set up our own Git host to get a larger repository size? Or is UCB only really designed to work with smaller projects?

Any information of advice welcome!

Hello @tanoshimi

There is no formal limit on project size. Currently, Cloud Build supports project sizes up to 25GB; larger projects are supported on a case-by-case basis.

There is ongoing work to support Git LFS. You can keep up with the progress on this thread Support Git LFS. - Unity Services - Unity Discussions

I hope this helps!

  • Sophia