My experience with Plastic SCM

Experience goes like this:

  • Happy with Collab - working fine for our small team
  • Moved (dragged!) to Plastic
  • Half a day to work out what’s going on, get it installed etc.
  • Loads of problems checking in - find hint to remove multithreading to single thread - fixes issues
  • Add team member for testing ; hour or so to get them on and using it but they get the project and check in some changes; all working ok
  • I check in a load of source changes; doesn’t appear in their workspace at all; turns out they are private (although not showing as private at my side. Is just greyed out as an option).
  • They check in some changes they made to a sub-scene
  • All my source changes (that they don’t even have at their side at this stage) are deleted and I now have a conflict saying that the server has some issue with missing files.
  • Spend another couple of hours trying to work out what the hell has happened to all my days of work that have suddenly vanished. No easy options for history etc. that I can find.
  • Restore the files from a local backup (I’ve been building products for over 30 years and even seen AAA studios lose work for ‘reasons’, so I’ve seen/learned the hard way to do this! Luckily I remembered in this case.)
  • Remove Plastic SCM
  • Install Perforce
  • Get on with developing our game

I was a perfectly happy, paying customer that has now had to move to another companies product as we can’t trust the Unity SCM option.

P.S. I know that I could have got my files back somehow (that Plastic won’t delete anything permanently etc.) but that’s pointless if I don’t know WHY it happened in the first place and can’t easily see a trail that allows me to roll-back whatever happened to delete the files. Confidence in a source control system is key and I don’t have that in the Plastic SCM / Unity Editor workflow now.

Hi fusion242, sorry to hear the problems you have faced with Plastic SCM. We are open to arranging a meeting with you to review your setup configuration to figure out what was the problem.

Hi thanks for the offer (I do appreciate it) but we have already moved to deploying Perforce Helix Core onto AWS.

1 Like

That does sound more dependable. How is the Unity editor plugin integration with Perforce?

Morning hippocoder. To be honest I wasn’t intending to use the editor integration. Since removing the plugins for Collab & then Plastic from the editor it has been running much better for me; less random crashes etc. We’ll try using the client and only look at the in-editor integration if we are struggling.
At the same time we are looking at whether we can use Git for source control and Dropbox for managing graphical assets. This would be more of a pain to do, but again we have this environment already setup for other projects and I’m all for paying less to AWS :slight_smile:

1 Like

Hey, thanks for the reply! It’s just I was doing fine with collab then plastic came along with all these issues so I don’t fancy being the crash test dummy again.

I know the feeling. Unity has the very bad habit of making (forcing!?) people that are trying to make products with their engine into testers. I’ll update in a couple of weeks once we’ve got established how things are going. Good luck :slight_smile:

1 Like

Thanks! you too, let us know how you get on.

I tried also. While the unity editor integration is nice and desirable, the trade is to add some chances to find your project Locked with nothing you can do on your side to solve your problem. Thats why my way to go is to have my source control integrated on IDE, command line or even an external visual client. It was never failing and you have always options to solve any issue.

Can you better explain how Perforce for Unity work?
Their site is not the clearest thing in the world but I would do ANYTHING to leave Plastic.