![]() You can work on you'r own branch in one click without disturbing the production, and merge it on the main branch when everything is checked. We had some difficulties to make him handle file over 1Go. You need to patch it and use some tricks. Svn can handle a pretty large asset base (3-4go). But if you want to manage asset produce by a AAA production, you don't have many choices. Very expensif, and interface are a piece of junk for artists. I've worked with SVN/perforce/mercurial in a professional environnement. Git's nice if you're on OS X or Linux, though. Not sure why you'd need that 'File Hamster' unless you wanna waste $30 though, as all the dev tools you need are available free and have been suggested.Īnother vote for Mercurial and TortoiseHg, especially if you're on Windows - much nicer integration. Having local commits means you can experiment all you like and only upload when your code is ready for the world.įor your case, however, you could commit locally when you're without a net connection, and then push to BitBucket when you are online to backup your work - this will protect your work in the event your hard drive fails. Originally this was designed for massive, distributed projects like the linux kernel where users worldwide would submit merge requests, and a few project managers can review the proposed changes and then merge them into the main branch build. The idea with git and mercurial is that you commit to your local (offline) repository frequently while working, and then when your feature or bugfix is complete you push (upload) to gihub/bitbucket. I take that as a proof that they are interested in making it work with Unity. There are actually a couple of Questions in Unity's Answer section from the developpers of Plastic asking the community what problems they have with their VCS. only thing I need to do is to test it with my project and see how "Unity-compatible" it is. ![]() It supports locking, easy install, branching, task based workflow, large binary handling, simple GUI, offline working, command-line interface, multithreaded, decend-looking documentation and it's free (in my case). ![]() The more and more I look at Plastic, the more I'm falling in love with it. So at the end, because it's tool-dependant, the question is relevant. In theory, the text-format scene is merge-able but in practice people (threads I've dig up) have been complaining about problems with different merging tools breaking the scene. and I'm saying binary because until the pro-only feature of Text-based YAML scene format is merge-safe, I will need to lock it. Depending on your workflow, the only real binary you want to lock is the scene. I don't think anyone can with certitude answer all those questions but is there at least one of the 3 VCSs that stands out?Ĭlick to expand.Locking assets is not as much a problem with most binaries (looking at you artists). ![]() Local repos, external code hosting support / or not, easy install? Windows vs Mac considerations? (speed, stability, availability of clients available.) Should better handling of binaries be enough of a reason to go into a centralized VCS such as SVN?Īre there considerations when merging that would make one system better over another? So, for all of them there is the tortoise client, for Git I just found too and I know there are tons more.įor distributed VCS, Git and Mercurial seems the norm, why take one over the other? However the century-old question keeps coming back, which VCS to select? Also, there are a lot of front-end clients for each VCS (Git, SVN, Mercurial) to make life easier in general and as much as I want to keep the usefullness of client-side cmd-line management, I love working with an integrated UI front-end such as tortoise. There are multiple card designers, so this would allow us to all input without the kind of pain that controlling this is now, especially when two of us are working on two separate aspects to the sheet.Ĭlick to expand.Thanks for the link! Good read. ![]() What I'd ideally like is a database where I can track each card by an ID number, and then be able to track the different iterations the cards undergo, as well as comments for feelings while playing and design decisions. Every time I make substantial changes, I save a new version. #2 I'm making a card game, and currently tracking the cards I create in an excel sheet. What would be the standard for a small indie team? Right now I'm just making folders and building to new ones, and backing up approximately once a week, but this isn't ideal. #1 I'm the sole coder (so need to worry about data sharing), but I'd like a way to properly version track my code, or at least my code builds. Hi, I am severely new to the whole version tracking, but my game is getting to the point where it's really needed to progress properly. ![]()
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