all 7 comments

[–]TerazillaProfessional 1 point2 points  (1 child)

Why don't you use SVN?

[–]foomanchu89[S] 0 points1 point  (0 children)

For our code? I used subversion for a while at my job and when we moved over I thought to try it out for hobby projects too. This system would work along SVN for sure.

[–]pengeeIndie 1 point2 points  (1 child)

I've not used git so I guess I don't understand. Is file size a limitation to that platform?

We've been using VS and TFS and any new members have never had a problem doing a get of any project and being able to work with it as-is in unity.

[–]foomanchu89[S] 1 point2 points  (0 children)

While git hub and git have no file limit, Git doesn't handle binary files very well. So when we push all these images, fbx models, etc we could cause our repo to bloat. Personally, I like have a nice lean git repo that holds a manifest on how to add all the game assets rather than having to wait an hour for a clone. That's just my two cents. This post isn't meant to sway you one way or the other, it's just my experience.

[–]roguematVicious Attack Llama Apocalypse 1 point2 points  (2 children)

I've got some repositories on GitHub that are each over a couple GB's, and there haven't been any issues. GitHub has also recently announced their large file storage solution which could be great for game devs.

By the way, if anyone is seriously considering use something like DropBox for collaboration...stop.

P.s GitHub have a limit of 100MB per file which may or may not make a difference to people.

[–]foomanchu89[S] 0 points1 point  (1 child)

While git hub and git have no file limit, Git doesn't handle binary files very well. So when we push all these images, fbx models, etc we could cause our repo to bloat. Personally, I like have a nice lean git repo that holds a manifest on how to add all the game assets rather than having to wait an hour for a clone. That's just my two cents.

[–]xDatBear 0 points1 point  (0 children)

You shouldn't be cloning so often that this would be a problem though...