My Work got destructed by using Plastic scm with Unity. Can I restore it?

To come directly to the point. I worked a long time on a 2D Game in which you controll an airplane and you have to Play levels to gain progress. So Everything went fine until I got a Pop-up window in Unity, which sais that I´m using Collaborate and that I should switch to Plastic scm. I did that by pressing a button on the Pop-up window which sais “migrate”. After that everything went wrong, I had over 400 changes made to my project and I wanted to save them with Plastic scm but it wasn´t working. it says that some objects are in conflict with each other and that I couldn´t save them. I tried to go back to the collaborate tool to save them in there and then migrate them to Plastic scm. Also that wasn´t working and I got an other error preventing me from saving my work. I switched to Plastic again and searched for a solution. Then I pressed another button which saved the objects not in conflict. But I wanted to save my entire work and thats why I switched between Plastic scm and Colaborate a few times. Everything I did wasn´t working. Instead everything got worse.

Now I have a project I worked on multiple 100 hours and which has weird stuff in it. For example there are Objects in my scenes folder which are called exectly like the scenes but with the ending “private0”. Also it reverts many changes I did to my scripts. But the scenes it´self are in there even if one of them lost its content.

I don´t know what happened here and I am very frustrated and confused right now. Did someone know how I get all my work back?

Hi @upfallgames , I’m sorry that you’ve experienced such a difficult time migrating your project from Collaborate to Plastic SCM. If I understand correctly, your project was migrated from Collab to Plastic automatically (your Collab org owner should have an email notifying them of this). After the migration finished, the next time that you opened your local project, the Migration dialog popped up asking if you’d like to migrate the local instance of your Collab project to a Plastic workspace so that you could continue working. Once you did that and your project was changed to a Plastic workspace, in the Plastic SCM window’s Pending Changes tab you saw that you still had 400 changes that needed to be checked in.

After that, you tried going back to Collab to check in those pending changes, is that right? In trying to do that, duplicates of some of your assets were created with private0 suffixes. I completely understand how frustrating and nerve-wracking this must be.

Could you tell me what wasn’t working when you tried to publish your initial 400 changes using Plastic SCM? Were there error dialogs popping up or in the Console?

In your current state, without knowing exactly which assets have been checked in or duplicated because of switching back and forth between two source control options, I’d recommend making a backup of your current project, then re-downloading your project via the Unity Hub. It will download the Plastic SCM workspace with the latest changes that were pushed to it. From there, you will have a much better idea of which changes were not checked in and which ones weren’t.

Before you try that, could you tell me which Unity Editor version and Version Control package you’re using? (You can find the Version Control package version in the Package Manager window).