How to use Collaborate?

Hi there!

I use Unity 2021 LTS, because my project maybe broke if change a version, I was did before…
and I actually used to worked with Collaborate service from Unity, this service is very good and can deserve my need, that why I has pay Unity every years (about 400$) and Now even I can’t use it anymore But I still have to pay… and never mine I have a lot of things because of Unity…

Now it already deprecated! and changed to plastic SCM or something right?
…so I still don’t know how to use it,

Basically, it can help me work with many peoples in same project right?

But, I actually work alone, But I just have too many machine to working on, such as PC, Mac, Notebook.

so I would like to make it work together again, same as old collaborate service,
and there’s possible?

Thanks!!!

Plastic SCM is the new version control you should use (next to git etc). It has very easy unity integration and if you work alone gluon is a nice GUI for simpler use

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What was (or is) the reason for you not to use free git(hub)? Or free Perforce/Helix (up to 5 users)? Or free Plastic (first 3 users)?

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when I open Collaborate to On in service, it show me multiple error message keep showing

Update to the latest 2021 lts and add the new version control package

Yes!

[rant]
This is totally not the place to do it. So here, let me do it.

Collaborate was genius. The mission essentially was “version control for Unity users that don’t want to deal with version control”. That’s a clear purpose. That’s what gave it an edge over any other offering out there. It wasn’t for everyone but for a segment of users, it was a perfectly targeted solution to an actual real problem (which is that all big version control software out there is pain not to be inflicted on the general populace).

Then the (IMO) rather ill-informed decision was made to kill it and buy Plastic. Why? No clue (probably because there was no way to get enterprise users to use Collaborate so it wasn’t big $$$ and Plastic looked like it might). Also no clue what Plastic’s mission really is. It’s certainly not to make version control a no-brainer. Easy. Straightforward. Plastic is such a mess. We’re still using it for our art repo but no one in the company is happy with it and the programmers on the team threw a party the day we switched to Git. Plastic falls over sideways ALL. THE. DAMN. TIME. It’s GUI tools are so very, very poor.
[/rant]

My recommendation: if you work alone and you only care about backups, stick the project on Dropbox. If you do also care about history, stick it on Dropbox and make it a git repo. Learning a few git basics is likely to pay off no matter what.

Pretty sure I read that this is not supported by Unity. You may find your project corrupted.

While I appreciate that you think Plastic is easier than proper source control, keep in mind that your decision is an economic one. You are saying:

“My project isn’t worth learning proper source control, I’ll just hope Plastic (or worse, dropbox) does the trick for me.”

And perhaps it might serve your purpose.

But you will need to learn “proper” source control if you intend to join the software industry professionally.

Why not learn now? It is free after all…

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:

https://discussions.unity.com/t/736093/3

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:

https://discussions.unity.com/t/807568/3

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

https://discussions.unity.com/t/826718/2

Share/Sharing source code between projects:

https://discussions.unity.com/t/719810/2

Setting up an appropriate .gitignore file for Unity3D:

https://discussions.unity.com/t/834885/5

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):

https://thoughtbot.com/blog/how-to-git-with-unity

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.

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

Does github only allow 2gb of free storage?

What are the downsides of copying and pasting
Assets/
ProjectSettings/
Packages/

to cloud storages (drive,mega) as a backup?