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I have a Unity project without any version control, and I need to share it with another developer so that both of us can work on the project.

Do you recommend any version control that will play well with Unity Assets?

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4 Answers

up vote 12 down vote accepted

Unity has a built in facility for supporting version control properly.

Just go into the File->Project Settings->Editor and enable external version control.

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3  
Is this a Pro-only feature? I don't see that menu item in the free/indie Windows version of Unity 2.6. – James Aug 13 '10 at 17:13
As of 1/30/2011, it is Pro-only. See the 2nd paragraph of: unity3d.com/support/documentation/Manual/… – ojrac Jan 31 '11 at 1:07
7  
The latest developer preview of Unity (3.5 RC1) has made a change to support version control in the free version. from the changelog (unity3d.com/unity/preview/notes): License: Generic external version control (.meta files) are now available in the free version. – Chronic Game Programmer Jan 27 '12 at 19:01

I recommend using Git, it's free and the best around.

A while ago I wrote about version control (using Git) on my blog

Long story short:

Enable external version control File->Project Settings->Editor and create the .gitignore file in order to avoid unnecessary stuff on the repo (this is not really necessary, but it will be priceless during development).

Here's how the file should look like:

[Oo]bj/
[Tt]emp/
[Ll]ibrary

#These are files in the root folder of the project
*.tmproj
*.csproj
*.unityproj
*.sln
*.suo
*.user
*.pidb
*.userprefs
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Unity 3.0 is configured to play nicely with subversion. (At-least nicer than before) I don't know if this is only in the pro version or not, I'll have to check.

In general though, the most recommend version control system is the Unity Asset Server.

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Dropbox supports versioning per file (rather than per commit) and plays nicely with Unity. It is free initially (2 gigabytes) and quite cheap thereafter (about $10 for 50gig). You need the PackRat addon to have access to version history.

Just like with SVN, CVS, GIT etc., you will need to make sure you create tag folders when you get to each key stage in development (eg. end of week, end of milestone). Unlike the aforementioned, it will be much harder to revert to such a stage if you don't, because you would have to revert every single file individually. Bear that in mind while developing and you'll have an easy time without paying for the Asset Server.

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This is sooooo painful though. Unity has to rebuild the scene everytime you open it on a different computer. This changes the library folder in a lot of places for each commit. Ignoring the library folder would be nice, but then you wouldn't have version controlled scene files. My team gave up and bought a bunch of pro licenses and used asset server. – brandon Jan 27 '12 at 19:06
@brandon Guess it depends on project size. – Nick Wiggill Jan 27 '12 at 19:34
1  
Definitely, if it's a couple of devs with limited budget, I would suggest your approach as it's really the only one – brandon Jan 27 '12 at 20:20

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