I tried to create a 2d project but it kept telling me “The version of your PlasticSCM client is too low. Please upgrade and try again.” I already got the 11.0 version of PlasticSCM, what’s the issue.
What’s your unity version?
Is the version control package in package manager updated?
I highly recommend getting your project safely OUT of PlasticSCM and into a 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:
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:
Using fine-grained source control as you work to refine your engineering:
Share/Sharing source code between projects:
Setting up an appropriate .gitignore file for Unity3D:
Generally setting Unity up (includes above .gitignore concepts):
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
@Kurt-Dekker
What is the reason for getting out of plastic? I’ve used it for half a year now with a small team and actually like it a lot
We did a big side-by-side feature comparison a year or two ago (posted somewhere in the forums) and Plastic lacked a lot of what I consider critical features for a source control system.
One critical feature for me was the ability to select and commit individual lines and files, while NOT committing other files. There were other issues too. I forget the details but you could probably google and find similar articles.
That plus there’s an endless stream of posts like the above reporting mysterious failures.
To me source control should be rock-solid, as solid as the underlying OS. The only thing I’ve seen fit this bill are things like git, Mercurial (now passe) and perhaps PerForce, although the latter is not free or cheap, and I haven’t used P4 in a decade now.
But hey, if Plastic works for you, by all means!
I have to agree here: maybe this is just my lack of experience, but I found the entire thing to be very awkward to operate. Just switching changesets was an ordeal. Deleting files would trigger errors about the file being missing (what a concept!). I’d get five copies of the same error complaining about the workspace being locked .
A good version control system should make you extremely confident to just…do stuff. I never felt that confidence with Plastic.
I now use Git for everything. I’ve had bad experiences with both Collaborate and Plastic, and I really just can’t find a reason to use anything else.
This isn’t a very fair comparison, since I’ve used Git for ages…but a commercial tool ought to be easy for an experienced developer to pick up!
I think most of those are improved on with the new GUI (I also hated the old one). Not fully sure about individual lines, but you can definitely only commit certain files.
Not sure if I’ll use git or plastic for my next project. Also might be because my git gui of choice (gitkraken) gives a ton of errors lately
Wait you can turn Plastic SCM off? How do you do that?
they are all at the newest version
I suggest two possible courses:
- google for how to turn it off in project
or
- make a fresh project, make sure you DO NOT install PlasticSCM or any other unwanted stuff (see below), then copy the contents of your Assets folder over, and finally set any other ProjectSettings such as name, etc.
Extra unwanted packages in new projects (collab, testing, rider and other junk):
https://discussions.unity.com/t/846703/2
About the fastest way I have found to make a project and avoid all this noise is to create the project, then as soon as you see the files appear, FORCE-STOP (hard-kill) Unity (with the Activity Manager or Task Manager), then go hand-edit the Packages/manifest.json file as outlined in the above post, then reopen Unity.
Sometimes the package system gets borked from all this unnecessary churn and requires the package cache to be cleared:
https://stackoverflow.com/questions/53145919/unity3d-package-cache-errors/69779122
And the version control package can be removed if you don’t use plastic