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Today we are announcing that 5.6 will be the final version of Unity compatible with our legacy Asset Server product. Read on to learn what this means for you.

Unity Asset Server is an asset and version control system with a user interface integrated into Unity. It was designed to be an integrated solution for team members working together on a project. Historically, Asset Server was a paid add-on product for the Unity editor, sold as part of the Team License add-on product suite that included Asset Server and Cache Server. Asset Server has not been in active development for several years, and in June 2016 we made both the Asset Server and Cache Server products free to use for all our customers.

What is happening now?

We will be removing code from the editor that enables Asset Server to function as intended. Unity 5.6 will thus be the final version of the editor compatible with Asset Server.

Why is this happening?  

As a legacy product, the Asset Server has only received minimal maintenance in the last years. Instead we have been focusing our efforts on our next generation solution, Unity Collaborate.  Additionally, we are modernizing the internals of the Unity editor which means cleaning up and removing old code; including Asset Server.

How can I continue to use Asset Server with my existing project?

You can continue to use Asset Server with Unity 5.6 or older, but you won’t receive any additional support or features going forward.  If you need to download Asset Server, please refer to this forum thread that includes all relevant download links.

What are my alternatives?

One of the main reasons people use Unity Asset Server is that it’s a version control system that is well integrated with Unity.  So, if you’re looking for a similar solution, try Unity Collaborate. It’s a cloud-hosted solution that makes it easy for teams to save, share, and sync their Unity projects. It’s currently in Beta, and you can use it now with Unity 5.5+.

If you prefer a traditional solution, see our documentation for Version Control, where you’ll find alternatives and how to use them with Unity.  

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  1. This looks like a great opportunity for a third-party developer to offer a viable external product that reproduces Asset server’s functionality.

  2. For those affected by this, you can try a combination of git-lfs and regular git repositories, to combine large assets and code. Both Github and Bitbucket support this.

    Also Github recently added a Unity extension (still in beta, tho)
    https://github.com/blog/2329-introducing-github-for-unity

  3. Will Cache Server still be supported?

    1. Yep, Cache Server is still being actively supported.

  4. Vasilii Shusharin

    February 7, 2017 at 8:58 am

    Very bad.. Asset Server is offline tool with fast and easy deployment. I am an indie developer and I use this tool as backup tool. But also I have limited internet plan and I can’t upload many gigabytes to cloud. Is there any chanse to using Unity Collaborate with local offline server?

    1. Use perforce. It’s free for a few seats, you can host it locally. It is well integrated into unity (at least until they remove that too)

      1. I’ve tried using perforce on 2 occasions and gave up. It would be a blessing if you could make a tutorial on what you did.

    2. You can also use local repocity with git or you can also use bitbucket (provide free private repo up to max 5 user / account) as backup tool it’s also maintain version control system. I personally use bitbucket and GitHub for dual purpose (backup and versioning)

  5. Too bad.. it is amazing offline tool for small teams. You should at least open source it so somebody can maintain it.. Its soo bad practice to kill some good feature and not give us proper alternative.. (collaborate cant be used offline for example..)

    1. Unfortunately, the way the asset server is implemented makes any kind of open-sourcing / keeping as module kind of approach difficult. It was written in a way where it’s entangled quite closely with the asset pipeline and as the asset pipeline itself as well as the entire editor is moving forward, that code has become more and more of a problem. And with Collab moving forward, maintaining it became less and less of a viable option.

      But I definitely see the point. While as a version control system the asset server really wasn’t very awesome, the fact it was so easy to set up locally and worked so seamlessly from inside the editor made it quite attractive for when you really don’t need sophisticated version control.

      1. Guillaume KEHREN

        February 8, 2017 at 11:35 pm

        Ok sure, it’s all good, we love Unity and we get you need to update the code base *cough* sell Collaborate *cough* but until you can take projects 150GB big (and more) you have to keep this running…

        Some projects have been on it for years and still have years to go.

        You can’t you say “screw you people”.

        1. Not something we are (or ever will be) saying :) And the motivation really isn’t selling stuff (these kinds of decisions have always been very engineering-driven at Unity and continue to be).

          The thing with the asset server is that there’s already quite the range of options, not just Collab. Perforce is offering their own integration into Unity as does Plastic SCM. There’s also our own version control integration which (IIRC) supports Subversion and Perforce and also has a public API that allows people to write their own integrations (e.g. for git).

          So, it’s already possible to set up locally hosted version control complete with integration in Unity and not use the asset server (or Collab).

        2. Guillaume KEHREN

          February 9, 2017 at 10:16 am

          Not literally of course but that’s how it translates sadly :/

          Speaking of technical decisions, in a field where projects are 5+ years long wouldn’t it be right to warn about dropping key features/systems something like 5 years ahead ?

          So people can plan their project knowing their toolset will be there reliably available for the appropriate time frame ?

          Alternatives aren’t anywhere near as easy to use as the AS, and the non tech savvy people on the team can’t deal with the complexity of perforce. Plus, that’s not even counting the fact that there are early access games that have to deliver frequently, and dont have 2 weeks to spend migrating and teaching a new system to everyone… :)

          Doesn’t make sens to just drop a feature currently working and used in production titles without a proper warning period.

        3. Just… don’t upgrade past Unity 5.6?

        4. if you are a ‘pro’ dev-team with 150 GB of assets then you most likely already know that you shouldn’t be continuously upgrading the engine, pick a stable version and finish your game. Anything else will be shooting yourself in the foot ala Duke Nukem 4Ever…

        5. Guillaume KEHREN

          February 12, 2017 at 5:28 pm

          @Mr ZARKOW Oh we’re not don’t worry, we’ve been stuck on 5.1 since it came out.

          We however need to upgrade to at least 5.2 for its pssl fixes for the ps4 version.

          But every single major version has had a major bug (animator memory leak in 5.2, master texture limit broken in 5.3 etc) and so we keep hoping we’ll be able to upgrade at some point.

          Latest 5.5 has good perfs but has random crashes on PC builds (without changing anything aside from the unity version), if 5.6 still doesn’t work for us, thanks to the dropping of AS, we’re screwed.

          yay.

      2. The asset pipeline API is now powerful enough to allow a third party asset server to interface with unity.
        Could you technically retrofit the old asset server to function like an external plugin? This way you don’t have to maintain it and those who really want an offline solution they’re familiar with can maintain it.
        (less bitching more happy)

  6. oi ola e bom

  7. I may be wrong here but I think this is possibly not good news for us small and some mid-tier developers. Asset Sever wasn’t perfect but it has it’s use cases which Collaborate doesn’t fill (yet or ever), because
    #1 Collaborate is not 100% reliable yet (importance inversely proportional to T-deadline squared)
    #2 Collaborate can’t work off-line (or work fast on poor internet connection) while Asset Server can be quickly deployed or moved even on LAN
    #3 Collaborate won’t be free

    Any advice/alternative to address mentioned points?

    1. Why not Gitlab? I think it’s great as an alternative soln if you’re looking for a private repo for you and your team.

      1. Heck yeah Gitlab! I thought I was the only one who knew this secret.

        1. Gitlab is the way to go

        2. We are using gitlab for couple of years and it is the way to go.

      2. You do know Gitlab just accidentally deleted a couple of terabytes of data by accident and didn’t had any backup.

        1. Yeah Dangerous shit. !

        2. I don’t care

    2. GitLab is good option, but Personally I like Bitbucket and GitHub,

      GitHub only give public repo with free account (for private repo in GitHub have to pay some amount for bunch of private repo), I used it for learning project and RnD project for version control, and any can use it as it public and it;s learning project so it’s also not harm my eco system.

      Other hand I also BitBucket for Personal project to backup as well as version system. (BitBucket give unlimited public and private repo with free account which are helpful for freelancer, indie developer) Bitbucket Charge on base of how much user need to collaborate you project.

  8. It would be great if Unity supports Git natively as an option. So, if developer have own repository, he can just hook it up.

    I currently use SourceTree for my Unity projects. There’s manual steps needed, with this workflow. If there’s integrated Git support, it could become so much easy.

    // chall3ng3r //

    1. Yup, git is our preferred mode of source control also.

      It is very unlikely we’d switch to something different especially given the importance of data integrity in source control. A well established, stable system over something so young and proprietary every time.

  9. Please add the ability to hosting a private cloud server. With security being the domain of the developer, like using VPN. In addition to a username / password system

    I don’t really get why any creative company would feel the need to allow an external party full and complete access to their entire project.

  10. Wasn’t one of the primary uses of the Asset Server to out-source the compression/conversion of assets to whatever configured unity native format? IE the replication of the library folder to a server to save initial load time and the building of multiple platforms. Where is that functionality moved to?

    1. You’re thinking of the Cache Server. The Asset Server was for version control.