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## [1.7.1] - 2021-06-25 Plastic SCM for Unity is now available as part of the Version Control Package! You can enable Plastic SCM via Window > Plastic SCM to get started! If you have previously used the Unity Asset Store Plastic SCM plug-in, you can now simply use this package. Make sure you delete the plug-in from your project. Removing a previously added Plastic SCM Asset Store Plug-In: - Select the PlasticSCM folder in the Assets\Plugins folder on the Project tab, then click Edit > Delete - Close the Unity Editor and open your project again. You will find the Plastic SCM menu item in the Window menu. ### Added - Added support for inviting other members. This option is available from the gear / settings icon. - Added support for signing in with Cloud Edition. This is available during the onboarding screen if you have never signed in. - Added support for turning off Plastic in their project. This option removes the Plastic metadata from your directory. This option is available under Assets > Plastic SCM > Turn off Plastic SCM - Added notification on the Plastic SCM tab title to indicate incoming changes. Users will no longer need to have the Plastic SCM window visible to know there are incoming changes. - Auto configuration of SSO - Added date column in incoming changes ### Changed - Updating license to better conform with expected customer usage. - Updated documentation file to meet standards. - Updated third-party usage. - No longer requires downloading of the full Plastic client. Basic features will work without additional installation. Features that require the full Plastic client will allow download and install as needed. - Usability improvements around checking in code - Improved update workspace tab UX - Plastic SCM context menu is now available even if the Plastic SCM window is closed ### Fixed - Stability and performance improvements
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# Asset Store Plugin & Unity Package Compatibility | ||
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Although the [Asset Store Plugin](https://assetstore.unity.com/packages/tools/utilities/plastic-scm-plugin-for-unity-beta-169442) and the Unity Package (in the package manager) are both available, you can only have one of the two installed. | ||
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Below is what happens if you install both the package and plugin version of the Plastic SCM window: | ||
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![Console errors](images/Compatibility.png) | ||
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The errors in the console indicate that you've imported both the Plastic Plugin from the Asset Store and the Version Control package. | ||
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To resolve these errors, remove either version from the project. |
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# Getting started with an existing Plastic SCM repository | ||
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1. Download and install the Plastic SCM [Cloud Client](https://www.plasticscm.com/download/). | ||
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2. Open the Plastic SCM Cloud Client and log in. | ||
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![Plastic sign-in page](images/SignIn.png) | ||
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3. Join the Plastic **Organization** (this is different from your Unity organization) where the existing repository is located). | ||
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4. Select the workflow that fits your needs. | ||
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* **Developer Workflow** | ||
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With this workflow, you can work with branching and merging. To check in your changes straight to your cloud repository, create your workspace using the centralized tab. | ||
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![Developer workflow](images/DeveloperWorkflow.png) | ||
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* **Gluon Workflow** | ||
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This workflow tailored for artists allows you to pick the files you want to work on and check them back in without updating your whole workspace. To work inside the Unity Editor, make sure to configure Gluon to pull down all Unity project files required to open a Unity project. | ||
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![Gluon workflow](images/GluonWorkflow.png) | ||
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5. Create a Workspace. | ||
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* If your Unity project files are already on your machine, select the directory path corresponding to your Unity project's root. | ||
* If your Unity project files are not on your machine, you can choose any location in which to create your workspace. | ||
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6. Update or Configure your Workspace. | ||
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* If you select the **Gluon Workflow** , configure your workspace to pull down all Unity project files required to open a Unity project. | ||
* If you choose the **Developer Workflow** , update your workspace to ensure your project is up to date with all incoming changes. | ||
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7. Open your Unity project through the Hub. | ||
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**Note**: Unity will add the ability to join projects directly from the Unity Hub in a future version. | ||
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8. Select **Window** > **Plastic SCM**. | ||
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## Accessing the Plastic SCM Window | ||
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You can access the **Plastic SCM** window in the Unity Editor by selecting **Window** > **Plastic SCM**. | ||
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![Plastic SCM window](images/AccessingPlastic.png) |
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# FAQ | ||
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**What is the pricing for Plastic SCM Cloud Edition?** | ||
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The pricing for Plastic SCM Cloud Edition depends on the number of users and amount of storage. It does not have a limit on bandwidth (except in cases of excessive use of egress). | ||
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* As your team grows, the 3 first users will remain free. For a team of 5 users, you pay for 2 users. | ||
* Storage depends on the size of your repositories. For more details, see [Plastic SCM Cloud Edition pricing](https://www.plasticscm.com/plasticscm-cloud-edition/pricing). | ||
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**Where should I post questions related to Plastic SCM?** | ||
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Visit the [Unity forum](https://forum.unity.com/forums/plastic-scm.605/). | ||
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**I have a Collaborate project that I want to use with Plastic SCM. What should I do?** | ||
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To migrate your current Collaborate projects to Plastic SCM, see [Migration from Collaborate to Plastic SCM](MigrateCollab.md). |
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# Glossary | ||
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## Asset terms | ||
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**Asset**: | ||
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Any media or data that can be used in your game or project. An asset may come from a file created outside of Unity, like a 3D model, an audio file, or an image. You can also create some asset types in Unity, such as an **Animator Controller** , an Audio Mixer, or a **Render Texture**. See [Asset workflow](https://docs.unity3d.com/Manual/AssetWorkflow.html). | ||
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**Asset package**: | ||
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A collection of files and data from Unity projects or elements of projects, compressed and stored in one file, similar to Zip files, with the .unitypackage extension. **Asset packages** are a handy way of sharing and re-using Unity projects and collections of assets. See [Asset packages](https://docs.unity3d.com/Manual/AssetPackages.html). | ||
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**Asset Store**: | ||
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A growing library of free and commercial assets created by Unity and members of the community. Offers a wide variety of textures, models, animations, project examples, tutorials, and Editor extensions. See [Using the Asset Store](https://docs.unity3d.com/Manual/AssetStore.html). | ||
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**Package**: | ||
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A container that stores various types of features and assets for Unity. Packages are self-contained units that the Unity Package Manager can share across Unity projects. Most of the time, these are called _packages_, but occasionally they are called **Unity Package Manager (UPM) packages**. See [Unity's Package Manager](https://docs.unity3d.com/Manual/Packages.html). | ||
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## General terms | ||
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**Ignore file**: | ||
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A special file used in many **Version Control** Systems which specifies files to be excluded from **version control**. In Unity projects, several files can be excluded from **version control**. Using an Ignore File is the best way to achieve this. See [Using external version control systems with Unity](https://docs.unity3d.com/Manual/ExternalVersionControlSystemSupport.html). | ||
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**Project**: | ||
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In Unity, you use a project to design and develop a game. A project stores all of the files related to a game, such as the asset and **Scene** files. See [2D or 3D projects](https://docs.unity3d.com/Manual/2Dor3D.html). | ||
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**Version Control**: | ||
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A system for managing file changes. You can use Unity in conjunction with most **version control** tools, including **Perforce** , Git, Mercurial, and PlasticSCM. See [Version Control](https://docs.unity3d.com/Manual/VersionControl.html). | ||
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## Plastic SCM terms | ||
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**Checkin**: | ||
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Checkin is the act of submitting changes to the repo. You must enter a comment in the text box before you can check in your changes. | ||
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**Developer Mode**: | ||
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Developers have access to the branch explorer directly from inside Unity and easily switch branches. | ||
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**Gluon Mode**: | ||
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Artists can take advantage of the Gluon visualized interface and workflow from inside Unity. | ||
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**Organization**: | ||
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The organization handles different sets of repositories in the Cloud. Inside the organization, you can create as many repositories as you need. | ||
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**Workspace**: | ||
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Your workspace interacts with the version control, where you download the files and make the required changes for each checkin. |
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# Known Issues | ||
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* **Contents of a ModalUtility window are invisible when launched from a Unity Context Menu on 2020.3LTS, 2021.1, and 2021.2 (Active).** | ||
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* **Enabling the Plastic SCM for Unity package disables the standard VCS integration option in the Project Settings.** |
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# Migration from Collaborate to Plastic SCM | ||
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Complete the steps to migrate Collaborate projects with the [Collaborate migration tool](https://www.plasticscm.com/plasticscm-cloud-edition/migrate-unity-projects/). You can invite your team members, set up your Plastic SCM workspace, and install Plastic SCM for Unity (beta). | ||
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**Videos** | ||
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* [Migration Wizard](https://youtu.be/TKZuvPMprKg) | ||
* [Plastic SCM Plugin Dev workflow](https://youtu.be/6_x3SLCiyWo) | ||
* [Plastic SCM Plugin Gluon workflow](https://youtu.be/kfRu21cArGc) | ||
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**Migration Steps** | ||
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1. Access the [Collaborate migration tool](https://www.plasticscm.com/plasticscm-cloud-edition/migrate-unity-projects) on the Plastic SCM website. | ||
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2. Click on **Get Started** and complete the wizard to migrate your Collaborate project(s) to Plastic SCM: | ||
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![Migrate Collaborate projects](images/MigrateProjects.png) | ||
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3. Download and install the Plastic SCM [Cloud Client](https://www.plasticscm.com/download/). | ||
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4. Open the Plastic SCM Cloud Client and log in. | ||
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5. Select the Organization that you have created with the migration tool. | ||
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6. Select the workflow that fits your needs. | ||
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* **Developer Workflow** | ||
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With this workflow, you can work with branching and merging. To check in your changes straight to your cloud repository, create your workspace using the centralized tab. | ||
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![Developer workflow](images/DeveloperWorkflow.png) | ||
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* **Gluon Workflow** | ||
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This workflow, tailored for artists, allows you to pick the files you want to work on and check them back in without updating your whole workspace. To work inside the Unity Editor, make sure to configure Gluon to pull down all Unity project files required to open a Unity project. | ||
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![Gluon workflow](images/GluonWorkflow.png) | ||
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7. Create a Workspace. | ||
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* If your Unity project files are already on your machine, select the directory path corresponding to your Unity project's root. | ||
* If your Unity project files are not on your machine, choose any location in which to create your workspace. | ||
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8. Update or configure your Workspace. | ||
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* If you select the **Gluon Workflow** , configure your workspace to pull down all Unity project files required to open a Unity project. | ||
* If you choose the **Developer Workflow** , update your workspace to ensure your project is up to date with all incoming changes. | ||
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9. Open your Unity project through the Hub. | ||
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**Note:** Unity will add the ability to join projects directly from the Unity Hub in a future version. | ||
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10. Select **Window** > **Plastic SCM**. | ||
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You're all set to work on your project using Plastic SCM! |
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# Getting started with a new Plastic SCM repository | ||
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To start from an existing Plastic SCM repository, see [Getting started with an existing Plastic SCM repository](ExistingPlasticRepo.md). | ||
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1. Open your Unity project. | ||
2. To access the Plastic SCM window in the Unity Editor, select **Window** > **Plastic SCM**. | ||
3. In the Plastic SCM onboarding window, complete the steps to continue. | ||
4. Download and install the Plastic SCM edition that matches your license. For example, if you are using Plastic SCM for the Cloud, download the Cloud Edition. | ||
5. Click on **Login or sign up.** You can **sign in using your Unity ID** or with a Plastic SCM account. | ||
6. Create a Plastic SCM **Organization** (this is different from your Unity organization) for your repositories or join an existing one. | ||
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![Plastic SCM organization](images/PlasticOrg.png) | ||
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7. Create a **Workspace** for your project. | ||
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![Workspace creation](images/Workspace.png) | ||
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Your workspace interacts with the version control, where you download the files and make the required changes for each check in. | ||
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**Note:** You can have several workspaces working with the same local repository. | ||
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By default, Plastic SCM sets the repository name and workspace name to the name of your Unity project. | ||
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8. Choose the workflow you'd like to work with: | ||
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**Plastic Workspace** : Great for branching, merging and allowing you to push/pull. | ||
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**Gluon Workspace** : Choose this workflow If you only need to check in your work and sync with your teammates. | ||
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Unity connects your project to your Plastic SCM Cloud repository. | ||
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Plastic SCM automatically creates an ignore file in the workspace for Unity projects, so it doesn't track files that shouldn't be part of the repository. It also creates a standard automatic check in during the initial setup, so you're all set to start creating! | ||
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![Plastic SCM window](images/AutomaticSetup.png) |
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# Overview of features | ||
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## Pending Changes | ||
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The **Pending Changes** tab allows you to view all pending changes in your workspace. These changes are not checked into the repository. In this tab, you can select which files you want to check in, add a comment, and check in the changes. | ||
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![Pending changes tab](images/PendingChanges.png) | ||
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**Note** : You can check in a specific file using the Plastic SCM contextual menu in the project view or the **Checkin** button in the **Inspector** window. | ||
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![Inspector window](images/InspectorWindow.png) | ||
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In the example below, the user adds a GameScene. They can check in the scene using the **Pending Changes** tab or the **Checkin** option in the contextual menu. | ||
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![Checkin using contextual menu](images/GamesSceneExample.png) | ||
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## Incoming Changes | ||
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The **Incoming Changes** tab allows you to view all incoming changes and conflicts and update your local project. Any changes made to your project prompts an "**Incoming changes**" notification at the top right of the Plastic SCM window. | ||
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**Tip** : Check the **Incoming Changes** tab frequently to avoid facing future change conflicts in your team. | ||
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![Incoming changes tab](images/IncomingChanges.gif) | ||
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## Project History | ||
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Use the **Changesets** tab to view all changes made to your project as they occur chronologically, along with who made the changes and when. You can sort by columns and alter the chronological view of the story. | ||
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![Changesets tab](images/ProjectHistory.png) | ||
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Double-click any file in a changeset to go to the **File History** tab, and display every changeset. In the **File History view**, right-click on a change and select **Save the revision as…** to restore the file's former state. This is useful if you had previously deleted some logic that you now need. | ||
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![File history view](images/FileHistory.png) | ||
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You can also view the changes made to a specific file in the **Project view** through a contextual menu, then revert to an earlier revision of the file. | ||
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![Revert changes in project view](images/ProjectView.gif) |
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# Plastic SCM for Git users | ||
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| **GIT**| **Plastic**| **Explanation**| | ||
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| To Commit| To Checkin| To Checkin is to submit changes to the repo.| | ||
| Commit| Changeset| Each new change on the history of the repo, grouping several individual file and directory changes.| | ||
| Master| Main| When you create a repo in Plastic, there's always an "empty" branch. Plastic calls it Main.| | ||
| To checkout | To update| Downloading content to the workspace (working copy). This is called "update" because in Plastic, "checkout" has a different meaning.| | ||
|| Checkout| When you checkout a file in Plastic, you're telling Plastic you are going to modify the file.| | ||
|| Exclusive checkout or lock | This is locking a file so nobody can touch it. It’s only useful for non-mergeable files, like binaries, images, or art in a video game.| | ||
| Rebase|| Plastic handles branching differently than Git. In Plastic, a rebase is just a merge operation.| | ||
| Repository | Repository| Where the entire history of the project is stored. | ||
| Working copy | Workspace| In Git, you have the working copy and the repository in the exact location. You have a working copy and a .git hidden dir with the repository. In Plastic, this is slightly different since repositories and workspaces are separated. You can have several workspaces working with the same local repository. |
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# Quick start guide | ||
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The Version Control package will allow you to use either Collaborate or Plastic SCM for Unity for your projects in the Unity Editor. The Editor does not allow both services at the same time. For information on how to switch between both services, see [Switch between Collaborate and Plastic SCM](SwitchCollabAndPlastic.md). | ||
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**Note** : For information on migrating projects from Collaborate to Plastic SCM, see [Migration from Collaborate to Plastic SCM](MigrateCollab.md). | ||
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* Collaborate will give you the ability to share projects amongst small teams who want an easy way to sync their projects without navigating the complexity of version control. | ||
* Plastic SCM for Unity (beta) is an integration of Plastic SCM in Unity (actively developed) that will abstract version control complexity, like Collaborate. It will also enable you to work collaboratively on more complex projects by providing additional VCS features such as branching, locking, merging, and a standalone GUI. | ||
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The Version Control package follows the Unity support schedule. Currently, supported versions are 2019.4LTS, 2020.3LTS, 2021.1, and 2021.2. | ||
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* [Getting started with Collaborate](StartWithCollab.md) | ||
* [Getting started with Plastic SCM for Unity (beta)](StartPlasticForUnity.md) |
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# Getting started with Plastic SCM for Unity (beta) | ||
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**Note**: Plastic SCM for Unity (beta) is available via the Version Control package in the Unity Package Manager. | ||
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Plastic SCM for Unity (beta) will allow you to use Plastic SCM directly in Unity. | ||
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**Important**: Enabling the Plastic SCM for Unity package will disable the standard VCS integration option in the Project Settings (this option will be removed from future Editor releases), which was an older integration previously offered in the Editor. Features available in the standard integration have been ported to the Plastic SCM for Unity package. This is the version that will be actively developed and maintained going forward. | ||
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Plastic SCM Cloud Edition is **free for up to 3 users and up to 5 GB**. To learn more about Plastic SCM, see [Version control for game development](https://unity.com/products/plastic-scm?_ga=2.258676808.391394560.1617648415-1935282152.1592839733). | ||
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* To start with a new Plastic SCM repository for your project, see [Getting started with a New Plastic SCM repository](NewPlasticRepo.md) | ||
* To start from an existing Plastic SCM repository, see [Getting started with an existing Plastic SCM repository](ExistingPlasticRepo.md) |
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