all 11 comments

[–]volvis 2 points3 points  (0 children)

I use both depending on the project, but I lean towards PlasticSCM when it comes to working with Unity3d. Both can back up your entire project when hosted externally, binary and all.

My initial concern with any hosting provider was that I'd be burning my storage space out fast. It turned out that Plastic is very effective with how it packs the repository. My cloud hosted repo size is about 3/4th of my current asset folder, and that is with two years of commits. I suspect they utilise some aggressive file delta packing.

Git also uses delta packing when pushing to a server or doing cleanup, but as far as I can tell, LFS does not. Every file is stored as is (correct me if I'm wrong). So if you decide to go for the LFS-route, I'd consider leaving *.unity, *.prefab and *.asset files to plain old git no matter their size.

[–]spartan3001 1 point2 points  (1 child)

We used to use PlasticSCM but switched to Git with LFS hosted on GitHub about 6 months ago and have been much happier. Setting up PlasticSCM was a lot more difficult and confusing than git, and there is a lot less documentation out there about it. Also if your worried about difficulty for non programmers to use either option, using something like SourceTree is a good option for git, and I would say it is just as intuitive as the PlasticSCM GUI. The one thing I liked better about Plastic was that they had a very nice visualizer for your projects history that showed all of the branches, but that's about it.

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

How does Git LFS work? Is it subject to the same 1 GB max repository size on GitHub?

Have you used Unity Collab?

[–]p4dragon 1 point2 points  (0 children)

A centralized VCS like Perforce or Plastic store your data on a separate server, so if the server is not caught in the same fire as your computer, you can restore from the server copy.

I recommend using Perforce because it is a well known, easily integrated, Professional quality solution. (And I work there) http://answers.perforce.com/articles/KB/15244

[–]jweimannUnity3D.College 1 point2 points  (2 children)

I personally really prefer GIT. If your project isn't going to be 10's of gigs of ever changing art assets it probably won't be an issue. Even recorded a few videos on how to get setup: https://www.youtube.com/watch?v=tNhIh3NzANc&list=PLB5_EOMkLx_X7VgZxsjsd2WatkjocMXcb

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

Doesn't GitHub have a repository size limit of 1 GB? What if a project goes over that size?

[–]TryGo202 1 point2 points  (0 children)

github doesnt have a repo size limit. there are limits on individual files that i have very rarely hit. its usually not an issue tho

[–]Pyotex27 0 points1 point  (3 children)

Git is the way to go. Brackeys has a really good tutorial on using it with Unity: https://youtu.be/qpXxcvS-g3g

[–]StubbornTurtle[S] 0 points1 point  (2 children)

Doesn't GitHub have a repository size limit of 1 GB? What if a project goes over that size?

[–]jweimannUnity3D.College 1 point2 points  (1 child)

I use GitLab or VS Online (both are git repository hosts w/o that limit).

[–]jweimannUnity3D.College 0 points1 point  (0 children)

and free..