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Found 23 results

  1. Hello. We are using Plastic SCM Cloud with Unity for 1,5 years now and database size is growing up by time, although our Repository size doesn't increase at all. This happens because the database (and cloud storage) keeps multiple versions of all assets. For example we have 50+ versions of our scene assets and they are really big. And we almost never need the older versions of scenes. We no longer need the histories of most assets from 1 year ago. We currently have 600 changesets but the changesets 1 to 400 aren't required anymore. As I know there was a trim command to delete old changesets from the database, but I couldn't find any info about this in the documentation. In example, to delete all changesets from 1 to 400 and database would look like it started in changeset 401, keeping all changesets to 600. And I guess we can backup and locally keep the original database from our disk. And if we ever need a file from those early changesets, we can access it with plastic using those backups. (From this directory: C:\Program Files\PlasticSCM5\server\jet) Am I correct with these? And if there is such an operation available, whats it called? Are there some best practices on what to do with such scene files that are changed often, but old versions aren't important? What should we do to avoid them growing the database size so fast? Thank you,
  2. Trying to setup CI and configure the VCS using PlasticCloud, I'm using the trial and setup a basic repo and I'm attempting to complete a test deploy but I'm unable to find the repo URL? Every where I look in the tool or on web admin portal just includes @cloud which isn't helpful. Thanks in advance!!
  3. Hi! I'm new to PlasticSCM and am setting up a new repository on the cloud service. I'm a developer using the PlasticSCM client proper, which is working fine... but when I set up Gluon for our artist, I'm getting weird errors. Several hundred files appear to be locked and checked out to the artist. The Check In option isn't available. And when we try Check Out, there's an error message saying "These items are exclusively checked out by [artist name]." Is there anyway to reset the checkouts on these files? Thanks, Brian
  4. Hi there, New user here, trying to figure out how to migrate an existing Git repo into Plastic Cloud. This is just a one-time operation, I don't need to sync anything with Git after the initial import. I have a local Git repo in bare format, exported with the git clone --mirror command. How do I use this package as the basis of a new Plastic Cloud repo? Thanks in advance!
  5. Are proper cloud triggers still not supported? I want to set up adding attributes to branches on creation per this article https://blog.plasticscm.com/2019/06/archive-branches-in-plastic-scm.html
  6. Hello everyone, I'm getting this error while building in unity. I couldn't find the reason can anyone help ?
  7. Hello, I was wondering if there was anyway to install a server side trigger with Plastic Cloud. We have implemented checkin notification emails, but it is kind of worthless unless we can install the trigger on the server. Since we do not have SSH access to the cloud server how do you go about getting a trigger installed? Thanks.
  8. Title kind of says it all. We're trying to insert a submodule into our Plastic Cloud repository, but all the documentation seems to indicate that we need to be running our own Plastic SCM server. So far, our solution is to create the folder for the submodule, ignore it, and keep it updated with our other git clients (we use plastic for one very large project we had no hand in creating, and bitbucket for everything else)
  9. Hello, I am having an issue in the general panel of the Preferences window : despite using the same credentials that I use to login in on plasticscm.com, I get the Invalid credentials. Couldn't get the organization name error. Because of this, I cannot use a sync view to sync my local repository with my cloud repository. I am using Plastic SCM for a Unity project, in case it could be the origin of my issue.
  10. Hello, We recently switched to plastic scm from git. We named our organization somename_Ist. One of our artists(he is the second person switching to plastic atm.) couldn't connect to repo. It keep giving error of "connection timedout, you can increase timeout limit from client configuration file if this happened during push/pull process" error. This wasn't the exact message of course but I forgot it (shame on me). Anyway I suspected there is already a process connected to one of the ports which plastic trying to use. We diagnosed, reinstalled everything etc, we couldn't solve the issue. After an hour of trying, we excidentally found the soloution. we removed 'I' from somename_Ist (our organization name) and put 'i' instead. (In initial configuration window of plastic scm(the window comes after logging in and selecting I wanna use Gluon)) And issue resolved. We were able to see our repo list under our organization. Wanted to report this to you Cheers.
  11. Hi, I'm using cloud edition, long time was solo developing now added second dev to team. Every time when second dev is trying to pull or push he is getting error "Unable to cast object of type 'System.Exception' to type 'Codice.CM.Common.ComException'". When in centralized mode he just don't get updates and his changes are invisible for me. Any suggestions how to fix this? EDIT: After few hours of searching, I found this post. Looks same, except he was getting error in the middle of download, my colleague getting error after getting meta data downloaded.
  12. Hello everyone, I'm having a bit of a bother with Plastic when it comes to creating a new local workspace. I have created a cloud repo with no issues whatsoever. When I try to create a new local workspace, Plastic tells me that the 'workspace already' exists.. but for my existing workspace and not the new one. Plastic happily creates a new local folder and the same issue occurs if I choose an already existing local source folder. I've only got a single pre-existing workspace also linked to a cloud repo. The new one has nothing to do with the existing one. Perhaps someone could advise me as to a solution? Thanks Dan.
  13. Hi there, I'm using the cloud plan for my private projects in Unity for some time now. After being stuck with Git for a while at work, I was moved to a project, which uses Plastic SCM as well. Now I need to access both from one client, as there seems to be no way to install them side by side. In the enterprise client, I log in and can work without any problems, so far so good. Creating a fresh repository in the cloud works as well as one step commit/update, but I don't have the local server features with push and pull I used to have. Accessing the old sync views, it reports me, that the repositories are not available there. Further, the local server tells me, it would be a test license only, which expires soon, as well it listened by default on 8087 instead of 8084 as before. Am I missing something here beyond my understanding of the system or is this use case not expected by Plastic SCM? I really would like to continue to work with the two step approach in my private projects, as sometimes the internet connection here is a bit unreliable at the hours I can work on them.
  14. Hello, This post http://blog.plasticscm.com/2014/11/orchestrate-your-development-with.html explains how to set up exclusive checkout in a distributed server setup. Can we use this with the official plastic cloud? Can we tell our server to use the plastic cloud server as the file locking manager? Thank you for your answers
  15. I'm evaluating Plastic Cloud Edition using Gluon as the front end. I've tried searching the web and forums to see if it is possible to manage access to individual cloud repositories but haven't been able to find any clear information. I'm interested specifically in the following: - Can you grant people access to specific repositories and not others? - Can access be restricted to read-only? - and if so how is this managed?
  16. Hi, In trying out Plastic Cloud, I created a repository which I no longer need. I deleted this repo yesterday, but it still shows up in my Organization's usage details. Is there another step I need to take in order to reclaim the space? I'm currently on the 5GB plan so those 400MB are actually quite substantial.
  17. Hi, I'm new to PlasticSCM Cloud Edition (coming from Perforce). Our goal is to setup a distributed version control system where the admin is "allowed" to create a local network server that replicates data to and from the cloud. Users should be able to sync with the local network repo instead of the cloud. They should also be able to sync their own local repo directly with the cloud. We want to avoid the situation where we setup a build machine, get the /main and have it all downloaded from the cloud. Our latest project was ~40 gb in size, so doing so each time and for each file sent by one of the 8 team members is a bit overkill, most of the time. For these cases, we would prefer to have a replication in our studio to connect to and benefit from the speed of our local network. Is this doable? I've been searching and trying for two days now without success (Clients are Windows, LAN server is Ubuntu 12.04). I always end up with errors such as: The client authentification mode (LDAPWorkingMode) doesn't match the server authentification (UPWorkingMode). The same error as above, but inversed when trying to connect to the cloud with a client setup as UPWorkingMode (all regardless of the Profiles I have setup). Explicit transaction expected, but found no transaction. FATAL Daemon - Access to path /home/parabole/FB_1236665269.dll" is denied. Also, it seems like Proxy require an Enterprise account. Is there another way to reduce the amount of data we have to load from the cloud? Cheers!
  18. Hi, I have read some of the documentations and watch some tutorials. After some days of test, I have 2 questions : First, I don't understand the use of the sync view for plastic SCM Cloud edition. Here is how I work with my dev team : 1) We create a repo on the cloud server 2) Then we create directly a workspace from the new repo on our pc (from the Cloud Tab) 3) During development, we only use checkin (in Pending Changes) to push changes and update workspace (in Workspace Explorer) Currently, we don't have an issue with this workflow. All the data are correctly shared across PCs (files, changesets) So I guess my data are on the cloud. Is it correct ? But what about the sync view, I have some changes (outgoing & incomming) to do. Why do I see these changes ? I thought one use of the sync view is to sync my local workspace with the repo on Cloud. But the checkin button seems already to do it. Have I done something wrong ? or is it normal ? ----------------------------------------------------------------------------------------- My second question is about the Cloud server encryption For the first checkin or update on a repo on the cloud. I need to create and confirm a password for the encryption. But I don't understand why the others devs need to create and confirm a password for the same repo at their first connection with the cloud. I though they are only able to enter a password and not create it because I have already done on my pc. Is the encryption password for the repo only local and isn't share on the cloud ? Thank you for the help !
  19. Frank Starker


    How come you cannot shelf changes in PlasticSCM Cloud when using Direct Check-In?
  20. Hi! We are making games and would like to have Github repos in sync and inside our Plastic Cloud repo: Example: -our_repo // on Plastic Cloud --Assets ---Addons ----Postprocessing // that is synchronized with Unity Technologies repo on github Looking at the documentation and dozens of forums and blog posts, I'm still unable to get it working: Using Sync With Git on a branch throws an error; The changeset (...) could not be imported (...) An implicit transaction is not supported to write the metadata (...) Creating an xlink using a GitHub server doesn't work; the server spec is not correct I feel like a noob, but is there any straightforward way to do this? We would really love to have opensource projects hosted on github in sync with our project. Cheers,
  21. Hi, Recently we have started using PlasticSCM with Unity and we are running into a usability issue with our Scene files. I am wondering whether we are doing something wrong is whether this is the way it is supposed to work. We are using the Cloud edition and everybody is using the gluon approach (i.e. submitting directly to the main repository in the cloud). I have set up the server to lock .unity files to prevent people from working on the same scene files. This is technically working but in practice it isn't particularly great. Let me describe a scenario to illustrate that: Let's say developer A has started making changes in our Scene. As a result the scene file is automatically checked out and everything is looking good. Now developer B also starts editing the same Scene on his/her machine. At this point, when they try to save the changes, the changes are actually stored in the .unity file but it won't be checked out (as it was already checked out by developer A) and Unity will only show the .meta file in the version control window (I didn't set these to locked yet). Now, only when developer B is ready to submit their changes will they notice that their file doesn't show up (or if they are not paying attention they might even mistake the .meta file for the .unity file and think they have submitted). If they go to the Gluon interface they can now see that the file is in he list of changes (as it has been changed) but they can't submit as it isn't checked out. But finding out then is too late as they will lose all the work they have done (as we can't merge they files which is why we set them to locked in the first place). So the system that checks out the scene files automatically when you edit them but still silently allows you to edit them without checking them out if they are already checked out causes a lot of confusion and frustration. I would expect that it would be impossible to edit a file that is not checked out (like it works for settings files). My question now is: Is this expected behaviour? Are we doing something wrong?
  22. Hi there, So I downloaded Plastic to work with Unity and i really like it, but we're having some problems with cloud sync. 1. There's no way to check on the cloud what's actually up there. Example: I've pushed 4 change sets, but he only sees 3. There's no way to go to the cloud and verify that my push was successful, i have to use the plastic software, which simply says "up to date" 2. Very often the upload simply gets stuck. The progress bar will be stuck at any range of numbers from 0%-99% and never move again, regardless of how much time goes by. There's no other way to see whats going on 3. Very often checking the sync to cloud tab, and opening the remote host, it simply says "Loading..." and never refreshes, and i am unable to do anything at that point because i obviously cannot update until its done loading, but it never finishes. What if anything can i do about all this?
  23. we have a strange behavior with right management in our plastic cloud. when we add a member in our interface new member is automatically added to developers group. it's confusing and it's not the expected behaviour. is it possible to have no group by default at all when we add a member ? keeping mandatory to also add member manually by ourself ? or must we make a work around ?
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