Why Your Game Should Be Using PlasticSCM For Version Control
ฝัง
- เผยแพร่เมื่อ 10 ก.ย. 2024
- I've been a user of Plastic SCM for my personal and professional projects for a few years now. I really don't like Git, and Perforce will eat your wallet, so when Unity approached me with an opportunity to sponsor a video talking to you about Plastic SCM and consider it when choosing a version control platform to use, I was more than happy to work with them on this video and speak about my own experiences.
If you're not already using version control, you should be... And, Plastic is free to use with 5GB of Storage for up to 3 users. So if you feel it's right fit for you and your team, give it a go! 👉🏻 on.unity.com/3...
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I’ll use PlasticSCM when it’s FOSS that doesn’t tie me to a company that may go under or decide to drop it at any random moment. Source control and project management is too important to not have control over our own data.
You stole my words :) I do not trust Unity. They can do whatever they want, screw up pricing plans, etc
Exactly, why would I use something that is closed source and tied to a company. What makes git amazing is that it is open-source, so anyone can take git, modify it to their needs, and use that. Git isn't really backed by a single company either, it's backed by a lot of companies just like Linux.
@@KyuVulpes But you don't want to use Git for serious game development. Plastic and Perforce are the gold standards here, because you can't afford to have two or three TB big repositories copied to everyones computer and many reasons more. Further, Plastic is git compatible, you can always export the project and continue to use it with git furthermore.
If it goes under no much is lost, you can always export it. Not being open source or bot being allowed to host kocally is the least of your problems
@@AbstractObserver export it to what? If I have a git repo, I can share it at any platform, even locally. If Plastic won't become good choice for me, what should I do with my repo except downloading the latest version and handle it, like there were no VCS before?
This feels like an ad and points out very few things that Plastic has over git or any other SCM
it is sponsored after all
It is an Ad
Yeah they are literally just saying you can push things, pull things etc which are all basic source controls functionalities that you don't need Plastic SCM for
PlasticSCM was dog slow when I tried to use it with Unity. I’ve used Git and LFS and it works fine. SVN works well. Perforce is the best by far.
Strange. Not sure why you've had speed issues, Plastic has always been incredibly fast for me and the team - especially compared to Git.
Perforce is amazing... as long as you have the big money to pay for it 😬
@@GameDevGuide I think the key here is "with Unity." The Unity Editor used to be much faster before Plastic integration. It seems like every few clicks I have to wait for a Plastic-related thread to finish its bookkeeping. I've had issues even opening my project because of some Plastic phone-home that couldn't complete. Surely I shouldn't need internet connectivity at all times to work on my project. The bugs reported sit around for months.
@@GameDevGuide "Especially compared to Git"? Git is designed for speed, and it's compression is shockingly excellent for how fast it is. The only limit is your actual internet speed when pushing to a remote endpoint. Don't forget who wrote Git and for what purpose it was made for lol
Git > not designed for large projects or game-dev...
"Large" is ambiguous, maybe not game-dev with large assets but the linux kernel is millions of lines of source code.
I have used plastic built in unity and I had terrible experience with it. It was struggling to push and pull the changes and crashed few times... Our team decided to migrate the project to github instead
i don't know why unity would choose such a garbage thing to buy. they even force us to use this garbage version control system by installing it when project first opens...
I am having problem with github now. The git-lfs seems to not work properly.
Woah there! git is perfectly good for large projects. I know companies with 30 eight-strong scrum teams working against the *same* monolith repo of 10s of millions of lines and tens of thousands of assets. Some of those assets will be financial models running into the many GB. With LFS, git has no problem.
There might be excellent reasons to choose plastic over git but "it's better with big projects" is not one of them.
Just realised that this is an advert. Fair enough, I took the bait. Leaving the comment here for others.
Our crew dispises Plastic. The most obvious task, like checking which is the latest branch off of main, is obscure and makes no sense. Where are the commits? When was this branch last merged? WTF? Using it in Unity, good luck if it can actually connect. Using windows 7? Dark mode crashes the whole thing permanently. Win 11? Random ui features in the beta crash the thing permanently until you reset an ini. Dumb.
Perforce & assembla, git lfs, even manually merging plugins in Bethesda's creation kit -- so much more straightforward.
I'd love a course in how to get the best out of plastic but it's such a nightmare I'm just letting my coders use git, and my artists use gluon. Gluon is FINE, but even then, art files randomly get locked and cant be changed, or duplicate themselves while locked, requiring hours of cleanup and fixes.
People in development are still using windows 7?!?
@@MichaelGGarry pre-emptive tl;dr: yes, for reasons.
Long version:
When you want to make sure you're supporting your Minimum Specifications, like a Windows 7 system with a Core i7 4770k and a GTX 970, it can be useful. In my case, though, I should probably get a bigger SSD for my project files instead of using a mechanical drive...
Also, some people have legitimately not found a fundamental need to upgrade yet. I dual boot and spend most of my time in Windows 7, only booting into Windows 10 more to play games instead of develop them. A lot of my purchased software is also installed on Windows 7 and I don't want to repurchase it all or start using subscription software.
@@MichaelGGarry if you enjoy negative steam reviews and refunds on your fairly complex colony management game for PC, don't support win7 or linux. Community there is rich with users of both, and their opinions are extremely strong.
Beyond that those reasons listed above are also valuable.
@@MegamanXGold I have worked on projects where even the lead coder was working on a machine that was below the minimum specs - and that was for a game....
But Windows 7 hasn't been the current OS for over 10 years now. Other than to just run a test on it, I would not be using it to actually develop on.
I dont know, I tried it and Unitys implementation was a very horrible difficult experience. But to be fair, it was when it first launched.
A tutorial on Plastic/ Source Control would be awesome to see. I'm in my 2nd year of Game Development and we're using Git/ Sourcetree, and although we've pushed on with it because that's all we've ever used, I've spent soooo much time fussing over conflicts and errors it's a lot of time wasted.
This video looks real good but I'd like to see more before maybe switching over to try Plastic.
@Game Dev Guide could an in depth tutorial for using Plastic be a possibility for a future video?
Absolutely not. Plastic is proprietary and is not free for large teams. Git is open source and completely free, and Git LFS exists to deal with large, non-text files (common to game dev). This vid is an ad. Every major gaming studio (I know there are exceptions), not to mention EVERY general software studio, uses git. Learn it, you will be more valuable to your employer for it. Git is learnable, you don't need to touch the command line, and it is not just the domain of programmers.
Either Git or Perforce, basically nothing else
Hmm honestly Perforce is what some of the big studios use. I mean the entire Steam platform is basically a giant Perforce database, not sure how many Petabytes they already have there. Git for game dev ... well... Git is just not made for large binaries. And honestly setting up LFS just to handle binaries? Why should I waste my time to create and manage lists of files which should end up in LFS? That's something a version control system should do for me. So while I like git, my artists seriously hate it which is why we're using Perforce which is there for a reason. I also use Plastic for some tests so far and it's really good, if you do NOT use the Unity integration.
You repeatedly say it's the most affordable solution... but Git is free...¿?¿?
Git is free to a certain extent but it lacks many of the features useful for game development or large projects -- and compared to perforce/subversion plastic is way cheaper.
Plastic is free for up to 3 users and 5GB of cloud storage. So, if you want cloud storage with Git, you often need to pay for it. You're often also gonna end up paying for LFS, something almost exclusively required if you're working with non-binary assets.
@@GameDevGuide I have been working this past year with Unreal which uses binary. We had massive assets but didn't even need LFS. I agree the history was getting massive but we purged big files from history if their old states were no longer needed and that took care of size.
The only feature that I lack is the asset lock so scenes don't ever have conflicts, but I will never tie my hands to a service like this just for a feature that can be easily mimicked in any kanvan service out there.
The 3 users and 5gb offer is stupid because at that point you are so few people that the problems Git has won't even be so noticeable. And what if I add assets or people mid project? Change to another solution and lose al history?? No thanks, I'll keep my version control open source.
I will stick with GIT and LFS than another pay to use system.
I've tried to use plasticSCM for our project for about 6 months... and yea it wasn't great.
we are just 2 developers so we thought we give it a shot, because you know, no branches, should be just like git right, easy pull and push workflow?
but every, freaking, time, we had these annoying issues, such as suddenly plastic stopped updating our repo on one machine, other times you couldn't push anything/pull.
it's a freaking mess last I checked, and was just a frustrating experience.
also, I dislike the fact that you mentioned that git wasn't designed for large-projects, I use it for everything and every company on earth has probably used it, so it had it fair share of running with large projects. sure, it might not be the most optimal solution say for unity, but with good standard you can workaround the limitations that git brings, for a more stable, and reliable solution.
I'm confused. Git (specifically GitHub) hasn't been a problem for my team.
1. Large files are supported better if you use Git LFS.
2. Changes to scenes/prefabs can be merged with UnityYAMLMerge, usually with no issues.
3. Changes to the same files should be rare if everyone is assigned non-conflicting tasks.
4. Honestly, you lost me at "free for 3 users", then later at "5GB are free".
Everything else about it, which is a lot, sounds fantastic.
Do not agree. Using plastic atm and git (specifically sourcetree) for different projects and git is such a better UX for small and larger projects. Each their own but should have done a compare between both. Git also has a lot of different softwares to chose from so can find the best one for you. If your reading this defiantly research which is the best for you!
Question: You ever worked on a really large project? 30+ people? Or even 250+? Repository size of 2-3 TB? I guess not... Git is a great piece of software, but not suitable for serious game development. I'm in the industry for 25 years now and made my share of experiences - and no bigger team with a budget ever used Git. Mostly Perforce, but more and more Plastic as well.
@weatx This comment must be a joke. "which makes sense for collaboration with strangers, but it doesn't work so well in a team environment" - it seems like you have no idea of working in a team environment, git handles that with no issues that's why millions of people using, again it could be different when it comes to the binary files editing, but overall your statements regarding git not being designed to work for teams is ridiculous. same goes to the "great for open source stuff, but not so great for teams working in a business". finally - git LFS allows you to lock a file, so that you don't have to worry about multiple people working on the same file at the same time. the fact that the author liked that comment makes me think that both of you have no idea of what git is
@@SunSailor as I said, find which is right for you! Also serious game dev does not need teams of 30+ people, can just be 3 people. So plastic might be better for giant companies but it depends on the situation and personal preference
@@Strangertoyourlife You we’re talking about larger projects. Those start somewhere between 15 and 30 people, until that point everything is small. And you don‘t want to use Git to handle the assets of a larger project.
@weatx tortoisegit already has git lfs locking in the gui. It's only a matter of time before other clients do as well.
Also if you mean to say that merging non-binary files is lame for business, you have no idea how software development works then. To say that DevOps needs to avoid having two people work on the same file at the same time is extremely ignorant on how software works.
Git wasn't designed for large projects or game dev...? What insanity is this?
> sponsored by unity
Oh, duh.
I was really hoping this video would have shown some nice Unity integration like merging conflicts for serialized assets like scenes, prefabs and such. I understand some people can find git intimidating but it is the most complete source control solution out there. Git with git-lfs does all that's described here and much more. But to each their own I guess. Thanks for the video.
If it handled merging Id be basically instantly sold.
Altho the checkout integration is super nice and makes me consider it heavily.
The Git integration with rider is really easy to use tho, so idk.
@@CodingWithUnity Plastic actually has really nice Rider integration, imo. I do almost all of my commits (including non-text assets) through the Rider interface.
Git-lfs just failed me.
@@JamesBond-lk7pj How? Did it not keep track of your large files?
8:06 I've been using Plastic for a small team project for 6 months. My experience with Plastic support and issue resolution has been the opposite. I opened a ticket for Plastic and it was 2 months before it was even marked as looked at. As a former tester, I absolutely provided clear repro steps that are 100% consistent and even a copy of a from-scratch project where I reproduced it. It has been around 4 months and still not even a comment on the bug.
I consulted a client to use Plastic and it was a nightmare to get it setup. The documentation between Unity and Plastic is horribly out of sync in many places. Tech improvements are one thing, but it's trivial in comparison to provide documentation that works. Just have someone follow the documentation, find the hiccups, and add those to the documentation. Delete old pages and point people at new ones. There's no excuse for why one experienced with version control and software development would need to spend hours trawling through documentation and forums and support teams to get Plastic setup correctly. If documentation isn't ready, neither is selling the product.
I really want to like Plastic. When it works, it works great. Gluon is a great workflow non-programmers. The download speeds are great. Unity integration is great. But the user experience for resolving issues is horrible and the Editor is slow as molasses with Plastic enabled. When I have issues in Plastic I feel like nobody, not even Plastic or Unity, has the resources to help me. If this experience can frustrate one of the most patient people out there, you're definitely losing customers.
"Git is terrible and I hate it." (a short while later) "Congratulations, you're now using Plastic. It works very similar to most other platforms you are used to." lulz
But handles non-text assets FAR better. Did you miss that small detail?
Basically, "It's Perforce, but called Plastic"
Nice video and I like Plastic, but for me, I get very hesitant when a youtuber get sponsored doing a "review" type video. Its impossible to know if you really like it or you just say that you like it cause unity pay you.
Understand the skepticism, it's healthy, but I always take sponsors for products I genuinely use or believe in. (I refuse a lot more sponsorship opportunities than I take!)
As mentioned in the video, I've been using plastic for years now myself. And so, I agreed to do the video because I genuinely love it.
That just sounds like Git with extra steps
Then you didn't get the key message, or you haven't worked much with non-text assets.
Several AAA game dev uses Perforce on local server but given permission to other teams around to world to get / submit. Pretty reliable. We would never let outside companies store out files for obvious security risks.
Plastic offers on-site premises as an option much like Perforce does. Just that it also offers a cloud based option for teams as well! 🙂
@@GameDevGuide Thanks for the info. I guess that is useful for smaller dev studios without dedicated Data Managers. But even so using a cloud based system inheritably risky as in a case of downtime you can't do anything to fix it and your workflow will grind to a halt. same with cloud build: for mobile games we have an old iMac making a new build 2 times a day and submits that into P4. Simple, cheap and reliable.
"it wasn't designed for large project" git was literally designed specifically for the largest codebase in the world...
1:45 you gotta be joking me, you do realize why and by who git was made?
Oh NVM of course it's an ad
I don't agree. Plastic was made for companies and not individuals. Licensing is a nightmare when you want to self-host for your own. I don't want to make a project that in the future that must be moved to other version control because the project is too large, or I need to pay subscription fee for my projects that are just for prototyping, non-profit or for learning. This video is just an ad, not a guide. I will still use Git + LFS which are completely free.
I've wanted to use Plastic since before Unity integrated it, but it's just so much more confusing for me to figure out, and all the resources I could find on how to use it were outdated and didn't explain any of the basic steps to setting it up or using it
Interesting. As mentioned in the video, one of the reasons I love Plastic is because it's so easy to set up and work with.
Would you see value in a Plastic/Source Control Tutorial here on the channel? 🤔
@@GameDevGuide Absolutely, most people are afraid to stop using Git/Github because of how "risky" plastic could be.
@@GameDevGuide Great idea, i would say the devil are in the details so the video needs a sequel
I've never once seen a valuable tutorial on using Plastic on a large project with multiple people merging branches. So one here would be dope. An up to date one betind 2018 ideally. And not the silly Unity advertising posing as a tutorial.
@ Turning LFS on didn't do it for my team. And the upload/download speeds were horrible in comparison. Doing everything through the console I'm sure fulfilled everyone's fantasy of being a wizard computer hacker guru, but the direction of having an easy to use UI makes explaining tasks to your team so much easier - especially if you have artists which is common amongst game dev teams. A few more rounds of bug fixes, and I'm sure this will be a no brainer for every team.
The Achielles heel of Plastic SCM is that the system prevents certain types of deletion (branch deletion, etc.); threrefore, Plastic SCM always stores your data, wanted oor not, whcih guarantees PSCM storage charges unless the account is closed.
I do have to say that the plastic app is amazing after using it. I really need to learn it more though, as there's tons of UI i have yet to explore :)
However, the plastic package in unity has been a problem for me. It crashes unity at random, and adds overhead when reloading the editor after a recompile. It seems to be installed by default for new projects, so remove it if you're not using it.
That being said, the best feature about plastic is that I've never had merge conflicts with scenes. It's beautiful in that regard
When I switched to PlasticSCM it was a time saver, and also loved to see it in the Unity editor insted of using other tool, but one thing that I didn't like it it doesn't warn you if you are about to reach your storeage limit, so if you aren't aware the next month you have to pay to continue using it
I'm still really disappointed with Unity discontinuing Unity Collab as imo it was FAR better than Plastic if you needed to be on a free plan as a student or someone without the funds for a real subscription. As a student it was great, it had a larger storage and was far easier to understand and use. Plastic is fine and I'm glad I don't have to use GIT but I won't act like they still didn't kill what was the best solution for a lot of people
If PlasticSCM ever were to allow you to set up your own hosts like git (which is open source), then I could maybe get behind using it. With git repos if you ever need to change your host, it is relatively easy to do so. Not to mention git has tons of varieties in terms of client user-interfaces that are all compatible with one another.
I will agree git is not perfect in a lot of ways and it has some learning curve even when using UI varieties, but I can't get behind the idea of having to pay regularly in order to do the already tedious work that is game development. Its the same reason why I don't use most of the popular gamedev networking tools available in Unity - they want you to pay up front monthly before you can even start development and if they decide to cut you off at any point, most of your work done with that tool is just *poof*.
Yes yes, hosting costs are real, but as a mostly solo developer, I often do not have the luxury of throwing money every month at whatever cool new tool happens to come out, only to have my work be wasted if I decide to stop paying later. I also do not like to have to worry about limited storage sizes with "free" versions, or if I am paying monthly, maybe I want to take a break from whatever project for a bit.
Also I did try PlasticSCM that was integrated with unity shortly after it came out because one of my clients was using it. I did not like it and have not used it since.
PlasticSCM has an on-premise solution for enterprises.
Hmmm, they totally didn’t just do exactly what you described🙃
You might like USD (Universal Scene Description), originally created by Pixar for VFX and Animation
It wasn't originally designed for text files, but it's perfect for syncing 3D scenes across various artists
It's kind an interesting video... to show why to don't use Git. As with others softwares, all have their pros and cons but nothing about others solutions are explained in this video and i think it's a shame. No citation of Perforce, a serious concurrent in game dev industry, no description about why it's better in term of features with comparaison about use case explicitely, there is some argument but since it's sponsorised by Unity of course it will support their decision to switch to plastic... and like hell Unity haven't done some clunky features in the past, everything will work fine without thinking about merging of file and do some configuration, of course we will believe it. Even if it's the case i'm more a sceptic person ^^. As for the question to consider Plastic ? Absolutely. As for why using it ? Maybe, it depends like alwais.
Last thing, i would really want a Plastic/perforce opensource technology in a gitlab platform infrastructure with a ci platform, issue board, the price and restrictions of gitlab, and with of course a good support. Hope it will happen in the future.
There are absolutely different demands for different teams, I'm a big advocate for Plastic because it fits my (and my team's) demand. But of course it's not gonna be for everyone!
That said, feel free to check out some of the case studies linked in the description, and Plastic's website for more information on the differences between platforms!
This seems awesome, I also really don't like Git. Though it does kinda suck you need to register a credit card to even use Plastic's free version.
If you're doing game development on a level where this matters, you should have a business account with a business credit card anyway. This video is about proper professional development. If you worry about a credit card then you probably don't need this anyway.
@@LeutnantJoker I have an LLC and business credit. I just don't like giving my financial numbers to a company I never plan on spending money with.
I really hated PlasticSCm when it came out only because Unity forced you to switch from Collaborate which I used to develop with friends. Collaborate was great. (Back when Plastic had a lot of glitches)
I recently had a lot of problems with git and their small file size limit and got fed up with it
Thanks for reccomending this alternative
no use plastic scm its worser than ever
We use Plastic regularly and the experience is ok at best. Much better than Unity's Collaborate which we used before but we constantly have conflicts, lost files etc. which we have to fix regularly.
Plastic just doesn't work on my machine and I can't find anyone else having the same problem on the forum.
I have been using GIT for many years now and only recently started experimenting with PlasticSCM. I love some of its features, like image diff and good integration with Unity. I don't like others like naming actions, which is a bit different to GIT. But that's pretty normal with all new software. I takes time to get used to new (or different) functionality. Planning to keep at it for a bit longer before forming strong opinions. Thanks for the video!
6:26 locking files makes absolutely no sense, help me understand this. So you have checked out Level one scene and have locked it. I want to work in a small section of Level 1 but can't because you have it locked. I guess it just sucks to be me because I can no longer play the game? because that asset is locked? Or is it that that I have access to the version that you locked and am not allowed to modify it? So I can still play the game, I can still work on things in Level 1 but I am unable to modify level 1 its self?
Yeah, so locks basically just mean that you can't modify/check in modifications. You can still access the files, it's just that they become read-only essentially. So it doesn't stop the game from being played or built etc.
@@GameDevGuide ok that makes much more sense. I realized that's probably how it worked in the middle of writing that comment. Thanks for explaining my friends who use perforce do a tearable job at explaining this.
I would really like a tutorial maybe even a series with beginner > advanced stuff. I really tried Plastic but its feel so more clunkier then GIT.
Just don't use it. Save your nerves and time.
Git is such a headache when using it for game dev.
Bu...but there's a lot of plastic in the ocean already.
I'll be honest, Plastic (now UVCS) is something I've worked with for years... and I finally just switched to Git. Plastic has so many issues for synchronizing and user interface that it causes more problems than it solves. The ONLY thing that Plastic has over Git is the direct integration into Unity, saving you a few clicks.
Yeah, maybe when they open-source it or something. Skip. Git with enabled LFS is fast and I'm used to it anyway.
thanks, this is great.
Plastic SCM is so complicated without tutorials like this.
would like to have more like these on SCM
You provided literally no example of git causing problems. PlasticSCM is an affordable alternative to git? Git is literally free and it will remain so forever. "I fully endorse it", says the man paid by Unity to say these words. That's BS. Here's why.
You don't explain why git is bad for games. Instead you show:
1. A meme
2. An error with a hosting service which is unrelated to git
3. A merge conflict which is normal and will happen when people work on the same files (it's actually dangerous for software to try and solve conflicts by doing guesswork because it's a problem that requires human input otherwise you run the risk of losing work).
4. You couldnt be bothered to pull. A simple click in sourcetree. Most GUIs will pull before pushing for you anyway.
Posting 3 images of bad use of git and meme as an argument for why git is bad for games and saying there are so many ERRORS with git is such bad faith it makes me cringe.
Now to your "selling points":
1. Git can be run anywhere and there many available services for hosting git repos that don't tie you to a single company. For example, hosting on github is free for personal use.
2. Git is trivial to setup too.
3. Sure, with git you need LFS and to enable text format for your files, but that takes 5 minutes then it's good.
4. Not only can you also do this with git, but storing unity builds in your repo is stupid and is more a testament to how bad unity versioning works than any selling point of PlasticSCM.
5. Get a GUI and it'll be the same. Sourcetree is an excellent option.
6. Problems with VC come from user error which is normal because Version Control is not a trivial problem.
Please note that although I used git, I could have said SVN or Perforce and it would all still be true.
Learning git or any other VCS is more valuable than buying into this bs video ad. Git is a professional tool that requires a bit of effort to get started using, but it's always good to learn how to use tools properly. Learning a VCS is a very valuable skill. There are many amazing tutorials that can help you get started with git or any other VCS in minutes for FREE and a little perseverance goes a long way. Invest in your own skills not dumb marketing bullshit.
P.S. If you're so afraid of git, use Perforce. It handles videogames with large assets better. But Git + LFS works just fine too.
Skip to 2:45 whole lotta nothing sandwich
I use Plastic as a QA for work and while I really like the interface and visual branch explorer, some features like code reviews seem really lacklustre- we have to manually notify each other when leaving feedback. We’ve also run into quite a few issues with file locking and conflicts, but that’s more about our habits than the technology. Still the team prefers it a lot to Git
It's just so satisfying having everything on the editor.
Seems like plastic is way way better than git for merge issues too, since Git tends to get crazy errors handling scene/package/asset changes.
Couldn't agree more! Plastic have some dedicated merge tools that make the process far easier to work with. It's really impressive! I used to get so many errors using Git.
You can avoid that with good branch management, but not HAVING to do that is definitely an advantage.
Just checking if you recommend PlasticSCM? Any negatives at all to it? :D
I am coming from the otherside. I am very comfortable using git and good with traditional software development. I am trying to learn game dev.
The majority of studios worth their salt will not be using Git. Perforce and Subversion are the industry standard, however they're incredibly pricey to license.
So, it's worth learning the ins and outs with something like plastic if you're seriously interested in Game Development.
I prefer gitea. It can be self hosted(even on a raspberry pi) that mean no aditional cost at all you know who has access to what no privacy issues. No bandwidth limits and storage as much as you add. Can be accessed of site if you wish truely the best option imo
Can you do a tutorial for this? I've had a terrible experience intergrating FMOD and struggling with the cloaked, hidden and ignore .conf files. There's also very little actual tutorials for setting up repos properly.
How is your little game more complex than the Linux kernel? It just sounds like you are just trying to hide an ad as a demonstration video.
I feel this is a bit biased. The only valid Git issue mentioned here is the absence of any reliable system to prevent binary file conflicts. It would be nice to see a general solution emerge for that, since not everyone has the ability to develop this kind of solutions on their own.
There is another one. Large binaries. No way to handle that properly with git. And LFS is not a solution but part of the problem. The solution to large binaries are Plastic and Perforce. There is a reason why Perforce is kind of standard in the gaming industry.
That doesn't mean that I don't like git. Actually I love git. It's great for code and only for code.
Can you elaborate on why LFS does not solve this issue?
@@douglaslassance Sure. I need to actively manage a files list (or at least extensions) which should go to LFS. Call me lazy. ;)
For me LFS is a solution to a problem which shouldn't be a problem at all but is.
Terrible experience!! It sadly broke my 2 projects, it can't do the only thing it supposed to do. I always start my new projects by deleting plasticscm from the package manager at first. if you're reading this, please prefer git, preforce etc. but stay away from this garbage version control software(?) called plasticscm
I'm curious, have you used the Unity integration? Because those suck. Always use the client.
I sincerely miss the Game Dev Guide videos that were spent in the editor making things, not populated with stock video of "developers". They may look polished but I think they detract from the authentic voice of your channel.
5GB, is that per project or all up? Most Unity projects with revisions will eat that up in no time.
Errr...painful.
There are so many videos on plastic saying "It works similar to the source control you're used to...only better"
I have never used source control, don't understand how it works and don't know how to reset to an earlier version when something breaks.
I've never worked in a team.
I don't understand pushing, revisions, changesets, versions...anything really.
Please make a video explaining how to use plastic for a beginner, solo dev.
Include how to create a save then rewind when something breaks.
git is better 150%
We were using Plastic when it came out as a team but, later on Plastic caused Editor crashes and bugs. If it is clear right now it might be the best SCM to use right now.
you forgot the "sponsored" tag here...
OK, I'm sold. Subscribed and hoping for a detailed tutorial on Plastic use next.
Your reasons are legit! Totally agree!
I wonder how much efforts were taken to make this vdo.
I had been using the source control unity had build in a couple of years ago and loved it. When I started getting back into gamedev, I started using Git, too, but never rellay started feeling at home in it. It works very well with Rider, though. I think I might give plastic a try now, it remind me of the old System I'm somehow still used to :) Though, I have to ask: at what point does a game become a big project? That's a measure of size I hear often, but I feel it's super hard to deine.
My metric is multiple people working on it and needing to simultaneously check things in. As well as the size of the project. Once you start getting into the GBs.
@@GameDevGuide hm, good points. I super rarely work in Teams so I mostly use these Systems as Backups.
Plastic is probably more suited for teams than individuals, but I still prefer a lot of its features over git even for just my own personal projects 😂!
I find the Diff tools really useful if I'm going over old revisions of files during a refactor. And cherry picking / reverting individual files within a commit is super useful too. Lots of little day to day stuff I do is really painless now.
But jt makes sense and is totally understandable to stick to something simple and small if you don't need anything more complex.
Missing a terminal api
6:16 THEY DO WHAT NOW!???? STORE THE ENTIRE EDITOR IN A REPO??? THAT'S THE DUMBEST THING YOU COULD EVER DO!!! DO NOT DO THAT, EVER, FOREVER!!! THAT'S NOT WHAT A REPO IS FOR!!!
apart from my outburst all I see in every example is just a perfect invitation for absolute 0% disciplline and 100% mess in every project.
I tried Plastic, after using git with GitHub Desktop. I wanted to puke after my first commit in Plastic. I switched back to git. I just need to be sure, I won't have files over 100 megs. So F*** Firebase unitypackages. I'm using it's git package version.
I'm too used for GHD sleek UI. I'm able to bulk select in few clicks. Branch management, merging, amending undoing commits are also so simple to do. Anything that's GHD can't do itself I've got a console right at hand. Setting up submodules... Well, could be made easier in GHD, but oh well, can't have everything.
5gb doesn't really go very far.
Wow what a sell speech. I understand differences between them and I know they are different on ground lvl but I never ever said I hate git. I always trust you but right now i start thinking abut credibility of this channel....
You realise he was talking for himself right? He was also talking for a lot of the rest of us, not necessarily you?
@@MichaelGGarry >Speaking for himself
>in a video sponsored by Unity
...Okay.
@@Imagino1234 You can still speak for your own preferences or requirements, even in a sponsored video....
@@MichaelGGarry ...okay.
Git has trouble handling large files, for all of my game project files I use Subversion with TortoiseSVN handles large files with no problem, softwares tried and true been around for almost 22 years
What about merging of scenes and prefabs?
thats what locks are for. you lock a file and no one else is able to edit the file in that time. i think you see the drawbacks but unfortunately that's how unity works. there is no merge editor in unity for scenes and prefabs etc
When using Git, use Text-Based Scene Files, then when you have conflicts in scenes or prefabs, use UnityYAMLMerge, a git merge-tool.
@@MegamanXGold that is not ideal and i assure you, you will break something best thing you can do when merging prefabs and scenes is actually select source or target
Got baited for 9 minute ad.
"...version control becomes an absolute necessity to get a game finalized..." Meanwhile I am finalizing my action RPG having used nothing but 7-Zip Backups for the whole four year development period :D
Keep up the good work 👍
I just learned git good. But this is interesting... I think unity just kinda sucks for some version control
git is a headache, drives me nuts man
Yeah right, why would I stop using git, which is an industry standard plus Free and Open Source Software ? Yeah no thanks. As to git being hard and antiquated .... that is coming from someone who uses Source Tree as a git UI .... yeah I will leave it at that
i love plastic over git. i find it easier to use when merging and needing to role back.
running away from gitlab to this
SVN for life!
Basically, Git is great for what it was meant to for -- managing text files, sometimes large text files as text files go, as would typically be used for source code. I was not meant for large media files, as are need for vast majority of games. Thus, after almost a decade of happily using Git for almost a decade, and for what I was doing it was great -- but when I started my first real Unity project it so inadequate that I soon found myself with no real version control at all.
Plastic is smart and also funny. It avoids the issue of scene and prefab merges by just locking them. Can’t have two people working the same prefab but at least no merge conflicts. An interesting solution
because git will corrupt your unity project
Plastic is a great alternative to Perforce. I had to work with the latter more than I liked to and Plastic brings together all the benefits of Subversion, Git and Perforce in one incredible fast environment. Currently it makes development already much easier than with other products, but with the 3D asset preview on the horizon, we finally reach the point, which only can be competed by Alienbrain, which is significantly more costly - although still more feature rich in asset management.
Great points. Totally agree! I love many of perforce's features, but it could often be a headache to use and had way too much fluff included. And the price... Ooof!
5GB Storage is too little to even try it out. This is definitely not usable for small developers. Compared to Microsoft Azure devops repos, where you have infinite repo space and LFS space for free, this is not really a viable solution if you have a small- or no budget. And I have never had any issues with git as long as you have your .attributes and .ignore files set up correctly. The built-in features look great, but I had expected stuff like support for multiple users being able to edit the same scene, or maybe spatial partitioned areas of a scene. I must admit I had higher expectations for this since it's so integrated with unity. Look promising, though.
People that say git is clunky and antiquated are either, too lazy to learn, haven't worked in a large team, or not a software engineer.
We use Plastic SCM on our game and it's really incredible how easy it is to use and to solve merge conflicts.
plastic sucks
Hi! Good video
You comment is 10 min old and the vid is 9 min long
Stfu
@@littleface7060 i have adhd and watching vids on 2x speed and smashing right arrow
.gitignore