Source Control in Unity3d

I’ve been looking for ways to handle source control with Unity3d without upgrading to the Pro version, which is expensive and limits my options if I want anyone else to work on projects as well. However, perusing answers.unity3d.com tells me that this is a question that has been asked and answered many, many times. I have my Unity3d project set up in my Dropbox account, as is the nearest thing to source control that I’m likely to get for the project. I could put the scripts into git, but that would leave a whole chunk of other stuff floating out there, preying on my uncertainty if it would actually work in source control at all, or if I would merely be creating an extremely large headache for myself.

Dropbox works well for what it does, but there’s many things about actual source control that I want, with the couple that I can think of off the top of my head being:

1. Commit comments

2. Integration with trac, which handles my bug tracking and any documentation that I get around to.

3. Being able to binary-search which revision a bug was created in

I suppose that I do feel some sense of entitlement because I originally got this back when Unity was not free, but I do want a fundamental tool back in my arsenal: without source control, I get extremely uneasy…

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2 Responses to “Source Control in Unity3d”

  1. Crwth Says:

    I completely understand that uneasiness with not running source control; I’m notoriously bad for not using it, having only used it when the workplace demanded it and never for my own projects. Most people see two main benefits from source control: backup and revision control. With automated nightly backups, it’s only the latter that would have value to me historically, and I’m such a hack that I’d sooner rewrite than revert code.

    Trac uses SVN for revision control, does it not? Could you perhaps use a local repository for checkins and Trac integration, and then Dropbox that repository for the offline redundancy? Alternately, there’s also the Sourceforge/Google Code/etc. route, which I’ve only dabbled with.

    • rboehme Says:

      The issue here is that I want to run source control, but Unity3d is supposed to have massive asset problems if you do. I suppose it might not be an issue if it’s only me working on it, but I don’t even seem to have a clear picture of what goes wrong or how.

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