While this functionality does already exist via the desktop client, the goal of this release is to get teams up and running directly in the web dashboard. This eliminates the need to install a separate client for routine management tasks. Additionally, Saver Studios can implement a network (IP) allowed list to prevent malicious users from accessing the organization. If a user tries to connect to the cloud server from an IP that is not on the allowed list, the connection will be rejected. For ease of management, Saver Studios can simply specify the allowed IPs, or name particular users who can connect from certain IPs. To help new team members get started, Saver Studios maintains a well-documented readme file. The readme is often the first file that a new team member is going to read, as it contains key information about the software, project, code, game, and setup instructions. As Saver Studios onboards new contractors to use the Plastic web dashboard, they are equipped with all the tools at their disposal to make the most of their onboarding process.
Q: Why is Plastic SCM being prioritized over Collaborate going forward? A: Collaborate was never designed to be a fully-featured VCS solution, which Plastic SCM is. The Plastic SCM technology is also a better fit for Unity creators’ needs, since it was designed specifically for real-time 3D, with separate workflows for artists and programmers, and support for handling large files and binaries common to RT3D development. Q: What’s happening to the versions of Unity Teams bundled into Unity Editor subscription plans? A: Starting May 5, 2022, new subscribers to Unity Pro and Enterprise will no longer receive any allocation of Unity Teams. You can take advantage of Plastic SCM’s cloud edition for version control, which is free for up to three users and 5 GB per month, and then pay as you go pricing. Cloud Build has pay-as-you-go pricing. Q: What are Unity’s current DevOps offerings? A: Currently, there are two separate components, each available for purchase separately – Plastic SCM for version control and Cloud Build for CI/CD. Q: As an existing Cloud Build customer, will my pricing change? A: No, it won’t change. As an existing Cloud Build user, you will continue to have access to your current pricing and capabilities for the foreseeable future and until we move all Unity products to Cloud Build 2.0. You will receive notice 60 days in advance of changes to your account prior to conversion to Cloud Build 2.0. Note that access to larger repositories and increased concurrency limits will be unavailable if you choose to keep the old Cloud Build pricing, along with many of our planned innovations. Q: How does the new Cloud Build pricing work? A: Cloud Build 2.0 pricing is completely metered. You will only pay for what you use. Users are charged for build minutes, based on the platform they are building for. For Windows the price is $0.02/min; for Mac the price is $0.07/min; and it’s $10 per build machine concurrency. Q: Can I use version control in Unity, or do I need a separate client? A: Unity Plastic SCM works in the Unity Editor, and it can also be accessed via a separate desktop client. In supported versions of the Editor, Plastic SCM users can check-in, check out, lock files, view file history, and even create and switch branches as well as choose to install a seperate desktop client. For former Collaborate users, see this user’s guide to switching to Plastic in Unity. A list of supported versions for the in-Editor experience is available here. Q: Can you use Cloud Build with Plastic SCM? A: When setting up Cloud Build, you can choose to connect to Unity Plastic SCM as your source control. If you previously used Collaborate for this workflow, you will need to take action to connect Cloud Build to Plastic SCM. Follow this video guide here.
“It’s easy to use and way faster than Perforce, by significant margins,” adds Dyack. “Pulling a build down takes two to three minutes, at most – before, it was taking much longer.” Migrating their game data from Perforce to Plastic took Apocalypse less than a day, and they were supported throughout the process by the Plastic team. Once they were up and running, Rogozinski, who had implemented Perforce previously, was shocked to see how much more efficient work became with Plastic – and not just because of how smoothly it handles large binaries: “I was very resistant to task branching at first. I didn’t want people working off-branch for a week or two, because you never know what’s going to happen when you merge it all back.” “I was totally wrong!” admits Rogozinski. “It’s working super well and the integrations are super easy, super fast. Plastic’s merge tools rival Perforce’s, easily.” Plastic SCM encourages a flexible “task-based branching” workflow that allows teams to work separately in sub-branches and conveniently merge changes without worrying about data loss or wasted work. With everything off of main, developers can pick and choose what they want to work with in the sub-branches, and stay off of the main branch for days at a time if necessary. “You never have to be afraid of breaking something,” reveals Pacheco. “You can bring the main branch into yours before you push it live, so you never have to worry about pushing content that breaks the build at five o’clock on a Friday.” “It’s a totally different methodology, and we really like it,” affirms Rogozinski.
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