The fact that they refuse to list their pricing was enough for me to avoid it should they decide to further restrict the number of free users down the road. Unfortunately, their pricing is not made available publicly, and it is reported to currently be a few hundred dollars to purchase per user with a percentage of that for annual renewals. Branching support was pretty frustrating in the past in Perforce and although their newer version of branching called "streams" improved on this some, I still find dealing with branches in Git easier and less aggravating. Unity does offer built-in Perforce integration, but the normal client application is a bit dated and is one of my least favorite to use. The server and repository configuration takes a little bit of time to set up, but the process is fairly straight forward. The server (P4D) can be run on most platforms and can be hosted on a Virtual Private Server (VPS) such as a Digital Ocean droplet (coupon). ![]() There are ways to resolve changes when offline, but the normal flow is that files should be checked out before being edited. Perforce Helix Core normally requires a connection to a server. ![]() In the end, we replaced it with Mercurial since it was a bit expensive for our uses. We used it for several years at my previous company, though only for source code as we had our own version control system for non-code assets. Perforce has been around for quite a while and their software has been used by quite a few large game companies. Nonetheless, it may still be a reasonably priced option for small teams once they complete their rework. I think most users would prefer an integrated and easy to use Git client that they could use with any Git backend, but unfortunately this does not appear to be the route Unity is currently taking. Additional storage is available in increments of 25GB for $5/month and additional users can be added for $7/month. It also includes a reasonable 25GB of storage and support for cloud builds. The Advanced tier is free for Unity Pro subscribers or can be purchased for $9/month with 3 users included. The Basic tier is free for up to 3 users, but it includes only 1GB of storage and does not include the option for cloud builds. Unity Collaborate is part of Unity Teams which comes in two tiers. ![]() ![]() The good news is that Unity Technologies seems to be replacing the back end with Git+LFS although that leads to the question: "Why use it over a normal Git repository?" Ideally, the answer would be: "Ease of setup and use." Hopefully this will be the case as they have also been working on a redesign of Collaborate's user interface. Sadly Unity Collaborate hasn't had the best track record, and I gave up on it several months ago after a few days of dealing with various issues and long wait times while opening projects. One might think that the best version control option for a Unity project would be the one that they made themselves. If you notice something is out of date, please leave a comment, and I'll be sure to update them. Note: Since there is quite a bit of competition in the version control business, the prices and plans below are likely to change. If you're not already using some form of version control for your project, I strongly recommend giving at least one of these a try! In this article, I'll review a few of the ones that I have used in the past and discuss the option I finally chose for my current project. There are several version control options available when working on Unity projects.
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