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Collaborate Release Date?

Discussion in 'Editor & General Support' started by Nigey, Mar 26, 2016.

  1. Nigey

    Nigey

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    Hi Guys,

    I'm wanting some decent version control on my new project. I was thinking of getting SVN, Git, Redmine, or something, but I've been staring at Unity Collaborate for a while and am wondering if it's worth waiting until that's officially released.

    Is there any new info from beta users about expected release date, cost, and things?
     
  2. quixotic

    quixotic

    Unity Technologies

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    O hi!

    I'm not a beta user, just someone working on the product :) (Though, I have been using it for indie development / side projects)

    We don't have a hard target release date, right now we're starting to get really good usage and getting the feedback we need to make this a better product.

    Cost: We're still figuring this out. Getting real usage is important for us to be able to figure out pricing, usage also lets us know what to optimize so we can get cost lower. Collaborate will have "tiers" tied to your Unity license. There will always be a personal license version of Unity, and you'll get more if you have a pro license. For our beta users, we are grandfathering them in to 15gb, regardless of license level (as a thanks for being helpful).

    Things? Things! Let me know if there's more you want to know!
     
    karl_jones likes this.
  3. Nigey

    Nigey

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    Aah perfect, hello!

    So it's not being released in the direct foreseeable future, but sounds good so far! Do you think this could potentially be a new online place to store all our projects, or is it mainly for version control /collaboration?
     
  4. quixotic

    quixotic

    Unity Technologies

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    Right now it's for storing your Unity projects. What would you want it to do?
     
  5. Nigey

    Nigey

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    1. Well I was thinking it had some form of version control. As collaborate implies collaborative work version control is a no brainer lol :p. So basically if two people made changes to a scene and the update was shown to each other, the two versions would merge together instead of override each other. Meaning merging scripts, prefabs, serialization, and meta files (e.g, so people on macs don't affects people on PC's).

    2. It'd be good to flag to exclude/include portions of your project from each other (so one person may buy a specific Asset Store custom editor and not force every other user to also buy it or mistakenly pass it to them (going against the 1 Asset Store custom editor per seat rule).

    Does that make sense?
     
  6. quixotic

    quixotic

    Unity Technologies

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    1. Correct! See it being demo'ed here. We're have also integrated Smart Merge so Collaborate users get that for free without command lines or effort.

    2. Good thought. I'll take a look at some custom editors and see how they're set up. Right now we're only sharing assets and project settings. We have support for ignore but, have some work to do around how we display that to users (we don't want people to accidentally excluding too many things, breaking themselves or others and not know how to get out of that state).
     
  7. Nigey

    Nigey

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    Oh one last super cheeky thing.. Is there any chance I could get into this beta group? :D
     
  8. quixotic

    quixotic

    Unity Technologies

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    Have you signed up? We do try to make sure we let in active and interested users as soon as we can ;)
     
  9. Firedan1176

    Firedan1176

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    So is Collaborate targetted towards a "version control" system, or a real-time collaborative tool? As being demonstrated in the video linked above, I saw that it allows changes to be synced to the remote copy, and it's all visible right inside of Unity (which means I don't have to close out Unity to get updates!) The only thing I am concerned about is that it's not as "real time" as other collaborative tools. Now, the first thing I can think of this being a problem is certainly bandwidth. If you have 4,000 people streaming content to developers at the same time, Unity's service is definately going to be slow. This sort of leads into my question of will the service ever support my own, dedicated server/repository? As far as I can see, the only difference between Collaborate and using git (and my favorite www.gitlab.com) is that Collaborate is (or will be) integrated natively into Unity, and that as a beta tester, I would get 15GB (where gitlab.com gives me 2GB). I don't really see the key difference, if the only real benefit I am getting is not having to pull and push from git before and after using the editor for small projects (where I most likely won't exceed 2GB).

    I want to apologize, because this may seem kind of a disappointing message, but I am still very excited about Collaborate. It's integration is right inside of Unity, so it has the most attention to compatibility with projects (compared to other assets and plugins). My biggest fear of the service is that it doesn't seem to be as "real time" as I had hoped. I was sort of expecting this to be streamed content, and with the possibility of hosting the service on my own machine, it could possibly take the stress off of your guys' servers.

    Thank you, and I can't wait to see where Collaborate will go! I've been waiting for this!
     
  10. quixotic

    quixotic

    Unity Technologies

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    Collaborate aims to solve the problems of working with others in Unity. Project sharing (and version control) is one aspect of that. "Real time" wise, right now we're working on a feature that will let you see what others are working on before they publish their changes (google docs style icons on scenes and things). For something more "real time" you might check out scene fusion, if that's what you're looking to do.

    Bandwidth-wise...well, would you like to beta test our new cache server? ;) Performance is important to us, and there are improvements we will make as we scale.

    Your own decided server/repository/host wherever is tentatively on our future roadmap, it doesn't matter to us where you want to host your files. But, there's work to be done for that and our eye is on MVP right now. We've got a ways to go and many features we want to work on. Still, fewer features, smaller scope, less bugs! Stability is super important to us, which means we have to move slower than we would like because we're continually doubling down on bug fixing and testing.
     
  11. Firedan1176

    Firedan1176

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    Thanks for the response! Yes I have looked into Scene Fusion, and now that I see it, the bandwidth required for so many users to host these kinds of projects in real-time would be disastrous for Unity. Can't wait to see more! It's wonderful to see all the cool technologies being developed and for viewing at unity3d.com/Roadmap. Thanks
     
  12. Lance_JZ

    Lance_JZ

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    Is Collaborate out of Beta? I did not sign up for the Beta, but I can use it in Unity. Is it released and stable?