Plastic SCM – version control for Unity

Hi All,

Plastic SCM Team Edition is live in the Asset Store - at a special discounted price for Unity users only.

Remember that Unity Pro includes a built-in plugin for Plastic and since Unity 5 the extra Unity Team License is no longer needed.

For those new to PlasticSCM: you can think of Plastic as a Git on steroids that adds:

  • Native support for big binaries.
  • The ability to work centralized AND of course fully distributed too (this is one of the key differences with other version controls).
  • Locking for files that can’t be merged, the Branch Explorer.
  • Fine grained acl based security.
  • Built-in Unity plugin.
  • Built-in diff and merge tools (including image diff).
  • And nice GUIs (native for mac, linux and windows).

(And no, Plastic is not a layer on top of Git but a full version control :P).

Since Plastic release 5.4.16.649, a new GUI (and workflow) for artists is also included with the Team License – we call it Plastic Gluon.

If you want to see it in action here are some (hopefully :P) interesting screenshots:

Unity Plugin:

The branch explorer:

And image diff:

Some links:

· The gallery with lots of screenshots.

· The Unity Stealth Demo with Plastic SCM.

Finally, besides Team Edition we also offer a free Personal Edition that you can request here.

There is much more to come to Plastic in the coming months, including P2P and cloud :slight_smile:

Hi there,

Just wanted to announce that we recently added Gluon support for the Plastic SCM Unity Plugin.

Gluon is the GUI we designed with artists in mind, you know, working with big files, need to lock instead of branching (and of course no merging if possible) and so on.

We built Gluon around these 3 principles (with great help from our folks at Telltale Games, who were key during the design and development and helped as beta testers first and then as full time users):

  • As a user I will select the files that I will work on, makes changes to and easily submit. I don’t ever want to deal with merging or branching files either. Those functions should happen in the background automatically.
  • As a user I want to lock files so that nobody can work with them at the same time.
  • As a user I don’t want to be forced to download a file repository containing tons of huge files just so I can access the one or two files that I need to work on. I should be able to select only the files I want to work on and download those.

The GUI is greatly simplified, just focusing on what really matters to artists.

And the other key feature to highlight is that Gluon lets you pick and choose exactly which files (or directories) to download, and lets you checkin a single file even when the rest of the workspace is out of date, in typical “file oriented” version control fashion, which is sort of unique considering Plastic is a distributed version control tool. And you can do it while still working on the same repository as programmers, so now there can be two totally different ways of working on the same repo.

And finally, it is now available from the Unity plugin too. In order to enable “Gluon mode” you need to go to the configuration panel first:

We’ll make it more comprehensive and easier to setup on future releases :stuck_out_tongue:

Hope you find it interesting!!

Hi there,

We have some news for teams that are looking for a collaboration solution for their Unity projects online.

We just launched Plastic SCM Cloud Edition with game dev teams using Unity in mind.

After talking to many teams using Unity, we developed a solution that meets the key requirements that they need to manage their projects online:

  • Handle big files correctly – Plastic is not built on Git, and it is designed to deal with huge assets.
  • Provide exclusive locking to handle non-mergeable assets.
  • An artist-oriented GUI – Yep, coders and artists have different needs, so instead of trying a one-size-fits-all solution, we developed Gluon specifically for artists. Simple GUI, no branching, no merging, just select what you need to work on and checkin.
  • Still all the power of branching and merging for the coders + full distributed version control (push/pull on your local clone) – And that’s something we’re very good at. Check our Branch Explorer and our merge engine.
  • Cloud storage without size restrictions – You start with 5GB, but there’s no limit and we won’t ask you to remove your project once you go beyond 2 GB or anything like that. In fact, 100GB projects are welcome.
  • And full integration with Unity – We have a native plugin and lots of improvements in our GUI for artists specifically focused on Unity.

In short, Plastic SCM Cloud Editon is the sum of all the Plastic software (GUI, visual diff, Gluon, merge tool) + Plastic Cloud – all in a single monthly subscription. You only pay for the active users every month plus the cloud storage you’re using.

If you want to learn more about what we do in the game dev space, check this.

Hope you find it interesting!

Where do you find the docs for the Unity integration? There is one on your website but it’s outdated and from 2013, a lot has changed since then

7599340--943006--upload_2021-10-25_10-33-24.png

click incoming changes, show error: Index was outside the bounds of the array.

This is probably the wrong thread for this.

But also, my advice would be to not bother with the integration and just use the PlasticSCM client outside of Unity.

Plastic SCM version is 1.2.2