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With a friend of mine, we are planning to develop a small game to get the hang of game development and teamwork. But since Unity 3D barely supports version control (or at least the free version lacks of it) we have no idea how to efficiently manage teamwork. Sharing tasks in a small project is also seems like a challange for us.

I would also appreciate any advice that could be useful for beginner indie developers related to teamwork. :)

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DropBox supports version control, the feature is called "Pack-Rat" but its not free. For advice for beginner indie developers, numerous questions have been asked before. I would suggest you to walk around a little. Finally Welcome to GameDev SE! – iamcreasy Dec 16 '11 at 18:43
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possible duplicate of Teamwork in Unity – Josh Petrie Dec 17 '11 at 16:06
My question is about free tools. The answer of that question assumes Unity 3D Pro – nosferat Dec 17 '11 at 20:07

4 Answers

up vote 2 down vote accepted

Unity specific - work on different scenes and different code files at all times, and merge in the other person's changes manually. If you both need to be working on the same scene, duplicate it and use the copy as a test. Otherwise, if you both modify the same scene, one person's changes will overwrite the other. You can still use source control for your source files, just don't move them around at all, in the file system or via Unity, once they're created.

Beginner advice - get yourself a decent diff/merge tool (I like WinMerge) and get used to using it to see what changes the other person made, and to manually merge changes in conflicted files. Set up a central documentation space, eg. a Google writing document or a wiki, and keep your documentation there - documentation should contain a basic feature list at a minimum so you know what you're aiming for, and ideally a task list derived from the feature list, along with a clear indication of who is working on the task. Talk to each other to get a rough idea of who needs to work on which task and cross them off the list as they get done. Keep revisiting and re-evaluating the list to see if everything is still valid and if you need to rework any priorities.

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Thank you! You gave me great advices on both of my problems. – nosferat Dec 17 '11 at 20:21

I think this article will give you some tips:

http://va.lent.in/blog/2011/12/13/so-how-do-teams-work-on-a-big-unity3d-project

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Thanks, this article was really useful! :) – nosferat Dec 17 '11 at 20:22

If you have the funds for it, the Asset server with the pro version of Unity is pretty decent. I have used it on a large, multi-person project in the past and it did the job. For vanilla version control, it did what we expected it to do.

I've tried using an SVN repository with a Unity project and it was a bit of a hassle. We ended up scrapping the idea before getting it to work, however. Unity keeps a lot of backup files that I didn't want to take the time to find out what would happen if they weren't synced to the server. I think, with a little finesse, it could be doable but I haven't had experience with it working well.

I have done a small project using the free features of DropBox. It made me nervous but we never had any issues. And, I don't think we ended up needing any real version control stuff for that project so I can't speak much to how reverting or merging files would have gone.

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You can work on the same scenes at the same time,SceneSync. No need to work at different times and if your using a version control of any kind that helps too.

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Can you go into some detail in your answer on how the flow works with this? I'm interested. Even with Pro, the text serialization doesn't help that much with merging scenes, it just makes it easier to track down missing references by searching for GUIDs. – michael.bartnett Oct 8 '12 at 0:06

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