The Collaborate package becomes the Version Control package.

Note: If you are currently using the Plastic SCM Asset Store plugin, you will need to uninstall v.1.5.7 of the Version Control package (com.unity.collab-proxy) to continue using the Asset Store plugin.

Hi everyone,

Over the next few weeks, we will be introducing changes to the Collaborate package for the current tech stream as well as 2020.3LTS and 2019.4LTS with the release of version 1.5.7.

  • The Collaborate Package will be renamed to Version Control. This change will affect the package display name and its description.
  • We are preparing to expand the Version Control package to include both version control solutions offered by Unity; Collaborate and Plastic SCM for Unity.
  • We will be moving the Plastic SCM Asset Store plugin to the Version Control package in a future release.
  • Version 1.5.7 contains no new functionality or bug fixes for Collaborate.

Once the move is completed, the Version Control package will give you the ability to use either Collaborate or Plastic SCM for Unity in the Unity editor.

  • You won’t be able to use both version control solutions at the same time. You will be able to choose which one you want to enable and there will be a way to disable one in order to use the other.
  • Plastic SCM for Unity in the Version Control package will not be compatible with the Unity Asset Store plugin. You will need to uninstall the Asset Store Plugin to use Plastic SCM for Unity in Package Manager.

If you are curious about Plastic SCM for Unity, take a look at this forum post from our latest major release!

We will keep you updated as we complete the package expansion!

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You didn’t need to clarify this point. You haven’t improved Collaborate in the last 5 years, no one was assuming you were going to start now.

The manic insistence on not improving your most bugged and useless service is emblematic of Unity at this point.

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Marie, any reason why they aren’t separated?

Collab comes with so many bugs and issues, like importing relentlessly on each load, adding background baggage, etc.

I’m pretty sure it is the primary reason for a lot of people complaining about “importing assets” even though they don’t use collab (Just that it exists within the services of the project) that I see all over the forum.

If any of that garbage comes tied to people trying to use PlasticSCM, I envision it will just drag on issues.

It also seems odd since Unity will likely never update Collab again, to tie it into a package for Plastic.

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I worry about this as well.

When Unity announced acquiring PlasticSCM, I expressed my concerns about this and didn’t get any answers from @marie-unity .

Now they’re doing exactly what I was afraid of by merging broken features and incompetent people with the solution they had to buy because of them. I don’t get it. Its like crashing your car because your bought shitty tires and insisting to put them on your new vehicle.

does this mean that we still can work with Collaborate ?
or it will be shut down ?
our team was really doing good with collaborate , its hard for us to migrate to a new solution now ,

Hi @IOU_RAY and @Marc-Saubion ,

I hear your concerns. Let me clarify this. Starting November 26th, we will be upgrading Collaborate customers to Plastic SCM. Once the upgrade is completed, Collaborate will be going away from the Version Control package. Both packages living together is temporary, as it allows us to convert local Collaborate projects into Plastic SCM workspaces during the migration.

Just to be clear, we are not merging features from Collaborate into Plastic SCM. Plastic SCM will be our fully-featured Version Control offering moving forward and the only integration in the Version Control package after the upgrade is completed.

Separately from Collaborate, we have added features in the Plastic SCM for Unity integration to facilitate the transition for Collaborate users. For examples, you can use Plastic without a separate client installation for basic VCS action - checkin, update, view changesets and file histore and create/switch branches (soon!). We also added the ability create a local workspace for a Plastic SCM repo from the Unity Hub and we are going to convert the Collaborate toolbar button to a Plastic SCM toolbar button so that you can be notified of incoming changes. All those changes live independently from the Collaborate part of the package which will be removed.

Hello Marie,

Please don’t take this as a hate-post but a genuine response and follow up explanation.

I cannot speak matter-of-factly for others using plastic, however in our case we found the old/existing plastic unity plugin to be messy compared to just using the actual Plastic SCM IDE.

For artists, perhaps a quick commit is one thing, but for anything advanced I don’t see how integrating plastic’s features into unity as being anything but re-inventing a wheel with far less spokes and opening yourselves up to more trouble again like with Collab. Unity’s editor is well known to be as clunky as it gets.

Most people who use Plastic, again…just conjecture, would more than likely have had experience with other version control and already be used to handling that outside of their primary environment.

Visual Studio also already has built-in integrations with version control (including plastic), however again, most people will likely just use the Plastic SCM ide for centralized version control.

Commits, branch switches & merges are extremely easy without integration and we run into no issues this way. Unity will do what Unity does, but I suspect whatever the plans going forwards will not be in tune with existing fluid workflow for game devs here.

Collab was filled with bugs and broken promises after we invested heavily into custom integrations within it, so my bias is that I expect this effort is going to repeat history needlessly.

In any case, we certainly won’t be enabling VC package.

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