Version control for game developers
summary
Demonstrates Plastic SCM integrated into Unity with fast in-Editor check-in and branching, file locking, annotate/history views and a Unity Dashboard mockup that adds PR-like review flows (preview UI, still in beta). Shows GitSync and P4-sync bridges and a separate Gluon partial workspace for non-Editor artists. Stresses practical limits: no Scene/Prefab merge today so teams avoid conflicts by using single-branch locking for large binaries, and the team is actively exploring richer diff/merge and lock-on-branch workflows.
AI-written summary · about
chapters (14)
- 0:00Version control basics
- 1:54Game dev challenges
- 3:44Plastic SCM in Unity demo
- 5:52Unity Dashboard preview
- 8:43Collaborative workflows
- 10:58Inviting developers to shape Plastic SCM
- 12:26Q&A
- 13:10Art workflow support
- 18:00Merge conflicts handling
- 22:26Scene merge limits
- 25:17VCS tool integration
- 27:48Unity’s internal VCS
- 29:15Artist workflow solutions
- 31:00Simplified version control
related talks
46mUnity Tech for Indies
47mSource Control & Remote Team Collaboration
44mPanel - UE4 Pipelines, Teams and Tools
55mLet's Make Unity Great Again
06mDevOps in the world of VR & AR
43mScaling Indie - Making Bigger Games With Unity
54mHow to Apply the Software Engineering Process to the Gamedev Process
32mGame DevOps: Elevating Your Unity and Unreal Build Pipelines With TeamCity
