jwvanderbeck Posted October 16, 2019 Report Share Posted October 16, 2019 I am currently evaluating PlasticSCM as an option to switch from Git with GitHub. I am a team of one, mostly puttering around on my own projects that often never get finished so I don't want to spend more money on source control than I have to. I currently pay $5 a month for 50GB on GitHub. I was looking at the free personal edition of Plastic along with 15gb of cloud for $4.95 which would give me less space, but is probably enough. However, if I am reading the comparison correct, this would NOT give me access to the plugin inside Unity right? It looks like to do that I would need a team license, plus additional cloud storage (because I don't think 5gb is enough) so $6.95+$4.95 or basically $7 a month more to have the Unity plugin? How well does Plastic work with Unity projects (and the intricacies of them) without the plugin? Already after just a day of setting things up in Plastic I have run into concerns and issues that make it look like Plastic isn't handling the project properly on its own, so I am wondering if the plugin is a requirement to using Unity properly. Link to comment Share on other sites More sharing options...
Mikael Kalms Posted October 17, 2019 Report Share Posted October 17, 2019 Hi jwvanderbeck, we built a game (15 people over 24 months) using Plastic SCM and Unity, without using the Unity plugin at all. We were happy building the game that way. To me, the big differentiator is that the Unity plugin provides a workflow where you check out / edit / check in files all from within the Unity editor. If you work without the plugin, you will do all those options either via the Plastic SCM GUI or via Gluon. If you use the Plastic SCM / Gluon GUI then you can work without explicit checkout - you can configure the Plastic SCM client to scan the harddrive for changed files (like Git does, when you have modified files locally but not yet staged anything). We preferred working this way. The team needed more training to use the Plastic SCM client effectively, but it allowed us to work better when the team grew in size. We used branching & merging a lot, both for code & content. Mikael Link to comment Share on other sites More sharing options...
jwvanderbeck Posted October 17, 2019 Author Report Share Posted October 17, 2019 I don't mind using the separate Plast SCM GUI as long as everything works properly with a Unity project. My main concern was that the plugin might have additional things that are designed to specifically handle the complexities of a Unity project such as the meta files, or prefabs, scene files, etc. Link to comment Share on other sites More sharing options...
Mikael Kalms Posted October 17, 2019 Report Share Posted October 17, 2019 From what I can tell, yes, Plastic SCM works just fine with a Unity project without the plugin. If you are capable of working on a Unity project against GitHub without using a Git plugin, then Plastic should not cause any extra hindrances. Link to comment Share on other sites More sharing options...
MattT5 Posted January 8, 2020 Report Share Posted January 8, 2020 I was interested as well in the answer to the original question. When I activated a new personal license, it shows 'Team License' in the 'About Unity' section, which (I think) is what Unity is calling the 'Legacy Team License'. And therefore the Plastic SCM Unity plugin works fine. So the answer is: yes, but every version of Unity now includes that team license. Link to comment Share on other sites More sharing options...
calbzam Posted January 9, 2020 Report Share Posted January 9, 2020 HI @MattT5, I can see you have Plastic cloud edtion subscription so you can use Unity plugin (doesn't matter the version of Unity as soon it's not very old). Regards, Carlos. Link to comment Share on other sites More sharing options...
MattT5 Posted January 10, 2020 Report Share Posted January 10, 2020 Hi Carlos, Thank you, yes the plugin is working fine in all Unity versions I tested, and we are using 2018.4 at the moment, which is new enough Thanks, Matt Link to comment Share on other sites More sharing options...
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