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Is Git LFS supported?


Mathew Bailey

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Hi,

I'm evaluating Plastic SCM for a new project with 20+ people; I haven't used it before - I've been on Git for several years. I have a small local repository I wanted to test it with, so I did the following:

  1. Used "git daemon" to run a local git server
  2. Created a new blank Plastic workspace/repo
  3. Selected "Sync With Git..." and pointed it at git://localhost/MyGitRepo
  4. Switched my workspace to my main branch, so all the Git-tracked files appeared in my new Plastic directory

However, my Git repo is an Unreal game project, and uses Git-LFS. The files in my original repo are all correctly the large versions, but the files in my new Plastic directory are just the tiny Git-LFS files that refer to a file hash.

Any help appreciated, and also if you can correct my use of terminology that would be appreciated! I'm very familiar with Git but not at all with Plastic.

Thanks,

Mat

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Hi Mat!

Nop, I'm sorry but we don't support LFS for the GitSync feature. As you saw only the pointer files are downloaded.

Regarding this new project... do you need to import Git history or will you start from fresh? One of the strongest points about Plastic is that you will not need to use patches like LFS for Git, we do natively support big assets.

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Hi,

Thanks for the speedy response!

No for our new project we wouldn't need to import Git history, so that's ok. I'm also experimenting with Unreal as I haven't used it before and we are evaluating it for the new project. Hence I have a tiny demo project which I initially configure for Git, but my understanding is that it would be better to use Perforce/Plastic so that users can lock binary files. I tried importing it as a short-cut rather than a more manual copy+paste.

We have experience within our team of using Perforce and I know it's widely used with Unreal, but not Plastic AFAIK, so I'm trying to get a quick idea of the pros and cons. Is it possible to pick someone's brain about it, rather than piecemeal questions on the forums?

Cheers,

Mat

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  • 3 years later...

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