Why I don't use PlasticSCM in practice

I watched a video promoting plastic SCM, and this time I started a new project, so I tested it for about a month and a half.

Advantages
1.Commits and updates are faster than using svn.
2.Branching is easy, and readability is good.
3.Just basic installation, you can use it directly in Unity without any additional installation

Why I don’t use PlasticSCM in practice.
1.There is a frequent bug that says that an unmodified file has been changed, and after a while when you commit, it says that the file has been changed again.
2.Source file comparison is difficult to understand compared to existing comparison programs. ( winmerge, beyondCompare )
3.There are a lot of confusing and crude functions, so I spend a whole day setting one commit ignore file.

Of course, there is a way to raise a question and find an answer, but there are many more important problems related to the game itself, so I gave up using it after a month and a half of testing.
It’s sad that questions about even more important issues are rarely neatly answered.

Hi @programmer119 , thank you for your feedback! I understand that your priority is on your game and I’m sorry that Plastic SCM introduced complications that you weren’t able to resolve.

When you have a moment, I’d be interested in hearing more details about the issues you ran into:

  1. Which unmodified files kept being reported as changed when they actually weren’t?
  2. Did you have difficulty finding the options to diff your source code changes, or was the UI for the Plastic Merge tool not intuitive?
  3. Could you elaborate a little more on the functions you had issues with?