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Question How do you have multiple people working on the same game?

Discussion in 'Editor & General Support' started by SarcoRonin, Nov 23, 2022 at 8:45 AM.

  1. SarcoRonin

    SarcoRonin

    Joined:
    Wednesday
    Posts:
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    I don't even know what the technical name for it is since google keeps giving different answers and unity q&a isn't giving any useful info.

    We've already signed up for the community thing where we can have up to 3 people working on it or up to 5 GB, and the owner already added me to the organization, but we aren't able to find out how to actually access the game we've been working on. Googling it is just trying to set up some stupid phone app or using tv remotes or something, so I don't what it's even called. Someone on reddit seemed to think it was called unity remote but that only gets me to the aforementioned things. I've heard people say something about the cloud, but that only talks about how to add cloud saves to your games or something, so nothing is showing up and it's not obvious how to put a project available to for other teammates to work on.

    Please help.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    29,558
    Please consider using proper industrial-grade enterprise-qualified source control in order to guard and protect your hard-earned work.

    Personally I use git (completely outside of Unity) because it is free and there are tons of tutorials out there to help you set it up as well as free places to host your repo (BitBucket, Github, Gitlab, etc.).

    You can also push git repositories to other drives: thumb drives, USB drives, network drives, etc., effectively putting a complete copy of the repository there.

    As far as configuring Unity to play nice with git, keep this in mind:

    https://forum.unity.com/threads/prefab-links-keep-getting-dumped-on-git-pull.646600/#post-7142306

    Here's how I use git in one of my games, Jetpack Kurt:

    https://forum.unity.com/threads/2-steps-backwards.965048/#post-6282497

    Using fine-grained source control as you work to refine your engineering:

    https://forum.unity.com/threads/whe...grammer-example-in-text.1048739/#post-6783740

    Share/Sharing source code between projects:

    https://forum.unity.com/threads/your-techniques-to-share-code-between-projects.575959/#post-3835837

    Setting up an appropriate .gitignore file for Unity3D:

    https://forum.unity.com/threads/removing-il2cpp_cache-from-project.1084607/#post-6997067

    Generally setting Unity up (includes above .gitignore concepts):

    https://thoughtbot.com/blog/how-to-git-with-unity

    It is only simple economics that you must expend as much effort into backing it up as you feel the work is worth in the first place. Digital storage is so unbelievably cheap today that you can buy gigabytes of flash drive storage for about the price of a cup of coffee. It's simply ridiculous not to back up.

    "Use source control or you will be really sad sooner or later." - StarManta on the Unity3D forum boards
     
  3. SarcoRonin

    SarcoRonin

    Joined:
    Wednesday
    Posts:
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    I thank you for your really in depth response, and I will look into these.

    However it sounds as though these things will be something far beyond our scope and/or budget. We are only two people with a budget of whatever is free. Sorry, I didn't make that clear. I'm not sure we can afford industrial level stuff.
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
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    git is free and bitbucket and github both have free hosting.

    Good luck!
     
  5. SarcoRonin

    SarcoRonin

    Joined:
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    Posts:
    3
    @Kurt-Dekker Ah, alright then, thanks for the heads up and help!

    You'd think Unity would have a simple and straight forward way to do this without the use of third party software.
     
  6. spiney199

    spiney199

    Joined:
    Feb 11, 2021
    Posts:
    2,795
    I mean, they do. Googling 'Unity Version Control' brings up their Plastic SCM integration.

    Just most of the time small teams are better of with smaller, lightweight options.
     
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