#PlasticSCM
PlasticSCMが名前変わってUnityVersionControlになった
Unity Collabが廃止されてUnityVersionControlになった
November 11, 2025 at 8:38 AM
I get the feeling Unity started out well, but then too much Management and big corpo ideology set in, and thats when the rot started, more "Licensing" and less actual building an engine for developers. PlasticSCM, Unity bought it, step one, broke the auth and licensing model :/
November 6, 2025 at 4:43 PM
did some changes to the guide!

* broke the guide up into "best practices", "PlasticSCM setup" & "Github setup" to make updating and expanding easier. link below still works!
* updated best practices to include note to use prefabs in the main scene (@happyrobot33.bsky.social suggestion)
wrote up a guide on #versioncontrol in #vrchat for a friend and thought i'd share it publicly!

Keep in mind this is NOT a in-depth guide but the basics and that i'm no professional writer. If anyone wants to give me a hand refining it feel free to DM!

wiki.virtualabs.cloud/guides/VRCha...
VRChat Unity Project Version Control Guide | VirtuaLabs Knowledgebase
Which Tool Should You Use?
wiki.virtualabs.cloud
November 5, 2025 at 2:52 PM
Ooh, just realized I can unpin Unity, Unity Hub and PlasticSCM from my taskbar! Frees up a bit of space, and I can stop reminding myself that I once put all my stock in that ecosystem.

(Not financial stock. I'm not a gambler. Except I'm an indie gamedev, which is absolutely gambling.)
September 4, 2025 at 10:41 PM
July 31, 2025 at 10:21 PM
Mandatory #PlasticSCM vent post! #Unity3D

How can this tool be so bad?????????
a cartoon drawing of a fire explosion with smoke coming out of it
ALT: a cartoon drawing of a fire explosion with smoke coming out of it
media.tenor.com
July 16, 2025 at 5:23 PM
When your project reaches escape velocity, or:
Why in my headcanon, PlasticSCM merge links read as Hohmann Transfers.
July 8, 2025 at 7:24 AM
We were neck-deep in Seasonspree when Unity bought them and forced a bunch of workflow changes on us. I'm never forgive them for that. PlasticSCM found a way to be worse than SourceTree, which is almost impressive.
July 5, 2025 at 2:54 AM
I feel like this is a bit like when my grandparents complain about new technology, but... Literally why does UVCS/PlasticSCM exist?? It's just git but with that extra flavour of Unity-brand stupidity AAAAA
July 5, 2025 at 2:28 AM
PlasticSCM Cheat Sheet
Notes on using PlasticSCM and Unreal
https://unreal-garden.com/tutorials/plasticscm-cheat-sheet/
#UnrealEngine
405 Not Allowed
unreal-garden.com
June 15, 2025 at 10:45 AM
It supports multiple commits in a file, binary diffs (via VCDiff and Git Literal and Delta diffs), preamble texts, arbitrary metadata.

We've been using this more and more in @reviewboard.org, including in the upcoming PlasticSCM / Unity Version Control implementation we're hoping to release soon.
June 4, 2025 at 12:52 AM
its a sign from above to set up Github or plasticscm for version control. if your project is under i think 10GB it should be free with plasticscm
May 27, 2025 at 7:59 AM
Ya'll, don't use PlasticSCM / Unity VCS, They really are trying to take a bad VCS, and make it even less useful. Their forum links aren't even working anymore: forum.plasticscm.com/topic/3387-m...
Topics tagged unity-version-control
Topics tagged unity-version-control
forum.plasticscm.com
May 2, 2025 at 6:53 PM
I only use Git for my non game dev projects (and at work). For my games I use PlasticSCM Cloud (now Unity Version Control) as it works well for that, you don't have you think about Git's LFS or anything. It does work on Mac, but on Apple Silicon it requires Rosetta as it's not Silicon native.
March 28, 2025 at 8:02 AM
I found the source of 80% of my merge problems with PlasticSCM! In the Branch Explorer, you can right-click and choose "Merge from this branch..." or "Merge from this branch to..." The first merges locally in your current workspace. The latter merges on the server.
I was choosing the latter because
March 5, 2025 at 1:05 PM
Yeah git's rename detection has been the biggest source of headaches by far. Esp with unity meta files

PlasticSCM is much better in this regard and relatively affordable, but it's hard to trust the future of it after being acquired by unity
February 20, 2025 at 10:41 PM
I haven’t tried PlasticSCM since I moved to storing all project files on a Nucleus server but I hope the acquisition hasn’t enshittified it
February 20, 2025 at 9:45 PM
If you're using Unity, I'd recommend PlasticSCM over git. It's better for game assets in general!

But for git, I can't help you I'm afraid! I tend to avoid it. My past game projects have been in Perforce and SVN.
February 15, 2025 at 2:36 AM
There are definitely good options rather than Git, as well! Epic's tooling is geared around Perforce which you can host locally for free (if you have a local server)
Diversion is a new one I haven't personally tried but looks good - www.diversion.dev/version-cont...
PlasticSCM - www.plasticscm.com
Diversion | Version Control for Unreal Engine
Take your Unreal Engine projects to the next level with Diversion. Manage large files, streamline workflows, and avoid conflicts. Try our free UE plugin today!
www.diversion.dev
January 19, 2025 at 12:04 AM
Working with #Unity3d #PlasticSCM for a couple of weeks again and it *makes me hate it* all the time!

Branching and merging is simply terrible! I'm forced to commit my pending changes when I try to merge the main branch into my branch. Why?

Is this kind of a Jedi challenge to withstand hate? 😳
January 8, 2025 at 8:41 AM
December 23, 2024 at 12:35 AM
If u need help with PlasticSCM then add #Unity3d to ur post as u'll appear in the "Unit3d game development" feed and more devs might help u:

bsky.app/profile/ffyh...

If u'r using git it should be fairly easy to set it up that he can get the project. 20GB would require a paid account though I think
December 22, 2024 at 12:41 AM
Damn you #PlasticSCM!!! It's one of the worst VCS tools (client) I've ever worked with! The code reviewing and merging tools are so horrible I lost some of my changes due to a merge again!

I simply cannot recommend it! Use git (or any other) instead!

#Unity3d
December 20, 2024 at 11:11 AM
PlasticSCM/unity version control has been super good for my #UE project.

I know perforce is the norm but honestly with 1-2 people it might more cost effective not to use it.

I found git in UE kinda awful, granted I didn't do much with the community plugin so maybe that'd have been better

#gamedev
December 19, 2024 at 2:01 AM
I've been struggling with a PlasticSCM version control bug since Monday.

After a bunch of back and forth with support and finally a call with them, it turned out to be some bad cached data on their end.
Glad I finally got it sorted, they were very helpful!

#solodev
#indiedev
#gamedev
December 12, 2024 at 7:20 PM