
- #Unity local smartsvn repository software
- #Unity local smartsvn repository code
- #Unity local smartsvn repository professional
#Unity local smartsvn repository software
Subversion has since then become a pillar of the software development world, overtaking CVS and becoming the standard for many years, both in the open-source communities and in the enterprise world. The main goal in designing Subversion wasn’t to reinvent the wheel or a new source control model but to have a better CVS, without the bugs and the features deemed unnecessary or badly designed. Subversion was started in 2000 as a replacement and improvement over CVS, the most popular version control at the time. So, is SVN a good source control solution for game development? Let’s dig in!

This article was a good opportunity to get familiar with it again and see how it competes against the other solutions we have studied so far.
#Unity local smartsvn repository professional
Personally, I haven’t used SVN since my early programming days, and never in my professional career. While not a common choice in larger studios, smaller ones and indie teams have long been using SVN as their backbone and for good reason. In the games industry, SVN remains a very popular choice due to being free and implementing the file-based source control model which maps so well to our needs, as outlined in the previous articles. Its massive popularity from the 2000s until today has only been outshined by Git fairly recently. We couldn’t reach the end of this series without talking about a source control giant, I’m talking of course about Subversion or SVN for short.Įvery programmer should have heard of Subversion. So using TortoiseSVN seemed like a good trade as people using SVN would probably have it anyway and be familiar with it.This is part of a series of posts on source control for game development.
#Unity local smartsvn repository code
That would take too much effort to code and support (I guess this is why UVC fell behind). Initially I wanted to do similar plugin to the UVC, but that would mean re-implementing all the TortoiseSVN windows in Unity. We evaluated the PlasticSCM and it looked promising, but didn't have the time to switch + had problems migrating all the history from SVN.

Having our project in the Unity cloud sounds weird since its current size is 150+ GB. Currently, the UVC asset store plugin does something similar, but it hasn't been updated in 3-4 years and it didn't work well on the newer Unity versions when I tried it. Artists didn't have to leave Unity and the UI was clear and simple. It was very well integrated and did most of the stuff I wanted. This was my best collaborating experience ever - everything was done in one Unity window. In relation to the Unity collaborate stuff - I have used many years ago the Unity Asset Server. SVN is good during the games creation phase, but once the game is released and you have to keep the game stable, issues arise.

Of course, SVN has its drawbacks, especially with branches & tree conflicts. I'd love to know what big Unity (or any engine) projects use git as we have this git vs svn argument in the office :D

They all use perforce (with lots of tools) or svn. Mostly because it is simpler (than git) to use and understand by artists, as we have a lot of them (we're 50+ people in total).Īs far as I know in Bulgaria, there is no game dev studio larger than 4-6 people that use git. We use SVN for the same reasons u/Yuuki-Fullko mentioned.
