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  Seeking developer feedback on Unity Asset Server
by Reid Kimball on 01/24/11 07:00:00 am   Expert Blogs
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The company I am consulting with has me evaluating source version control software and I would like to hear from those of you who have used Unity Asset Server what your thoughts are.

To give background, out team size is very small, will be no more than 5 developers I think. We don't have a lot of time to fiddle with complex software, it needs to work with as little maintenance and setup as possible. It also needs to be stable because we don't have the time to deal with corrupted databases or such.

Thanks for your time.

 
 
Comments

Jesse Flanagan
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It's really idiot proof from the client perspective. You can just move and rename files inside the project view in Unity and it just works. It's an additional $500/seat, which is something you have to consider compared to, say, SVN. I've installed the server on a mac and it was pretty easy. Getting it to work on a linux server wasn't successful. Haven't tried the PC server.



It's just a postgresql database. So if you want to do backups/restores you're basically executing sql commands to save out your tables. They provide some shell scripts to do that, though.



You lose some power vs. SVN. Like easy branching. But if you want something that "just works" then it gets the job done.



Also, Unity's external source control support is pretty poor. For example, they don't obey read only flags for things like locking files. Getting the right set of ignore flags can be a little tricky. And to do it "properly" you have to use their "external version control support", which drops a corresponding .meta file for every file and folder under the asset tree. It's something you can work around and you get some benefits, but UAS is definitely easier.

Reid Kimball
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Hi Jesse!



Thanks for the feedback. Definitely makes me feel better coming from someone I know.



Cheers.


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