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Over the last year we’ve been learning from many of you – how you and your teams work, how you leverage the strength of the Unity community with things like the Asset Store, and what challenges you face while collaborating on your projects with your team.

Today, we’re pouring all your feedback and our magic into a new set of features called Unity Collaborate. It’s our way for making it easy for teams members to save, share, and sync their work together.

Simple, easy, and integrated with Unity

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Create Together. Share your project. Invite others to create with you.

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Stay in Sync. See what your team is working on.

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Contribute Easily. It’s easy to use by the entire team – artists, QA, everyone.

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We want to make Collaborate even better.  Sign up for the Closed Beta and tell us what you think.

This is just the start of Collaborate and we encourage that you try it out soon.

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P.S.  Special thanks to Galvanic Games, Imperium 42, and Studio Atma for all the helpful feedback during our Alpha period.

50 replies on “Announcing Unity Collaborate Beta”

Signed up for this have been given access to this , but when I try to add my partner in the website he gets an invite but cant seem to get connected :/

why i cant see the collaborate button, i see the cloud but not the collaborate button, something wrong?, using 5.3.4

This seems interesting but can we create our own server?
and bit of topic, but lately with new stuff added in unity the interface starting to look inconsistent.

How secure will our repositories be on those online servers? Do you use any kind of encryption when data is transferred? Our clients are very concerned about this.

For me scripts are not problem while they are text-based, the main problem in collaboration are scenes. Is there any chance of having some git-like merge mechanism on it ? It’s the pain in the ass when two people works on same scene, changes transforms, lights etc. and then …. ups.

Will the server executable be released so we can deploy on our own infrastructure – like the now defunct Asset Server?

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Does this sit on top of our own choice of source control repository – SVN/Git etc. hosted wherever – or on top of your version control system and your cloud servers?

It runs entirely on our own servers, powered by our own source control setup (which happens to be based on Git, but that shouldn’t make a difference to anyone using the service right now).

Is this going to support something similar with SVN externals?
Also, why would someone pay for this, when you can have unlimited GIT private repositories with Bitbucket?
Even for indies it’s more useful to use something like GIT, SVN or Mercurial and not trying to reinvent the wheel.
It seems to me that you could have focused on more important tasks, like the things you promised in road-map, or improve the UI.

I guess maybe the actual ‘official’ source control is for once you turn over a project to CM with build and release instructions.

I’d say this is excellent for indies and corporate workers collaborating on a project if the managers of the project split it out to avoid having conflicts that often. My old bosses were masters at that.

Will this work together with Visual Studio? I mean, for example, when I start editing a file in VS, will it be marked as currently checked-out for others? It would be pretty tedious to do this manually in the Unity Editor every time.

Just to note, it’s not necessary to ‘check out’ files when you want to begin editing them with Collaborate; files are not read-only by default, as they are in some other systems.

This does mean you might edit files that other people are also editing; we’ve got merge support in place so that your changes can be automatically combined with theirs, or an external merge tool can be launched for you to resolve conflicts if we can’t do it automatically.

In the future we’re looking at ways for you to communicate to your team that you’re working on a file and that nobody else should edit it until you’re done.

Okay, simple question, what happens when you and other dev work on the same script, then you sync the project, do you see what he has added? do you lost what you’ve done??

Sincerely, this posts says nothing about what is and how works unity collaborate, it’s just a collection of nice pics about the interface, next time, make a real post, fully detailed about how it works, what features it has, and some examples to see if it will be usefull without the need to install it.

Thanks

I signed up because I’m curious and we don’t have a lot of informations on this blog post.
I’m a daily mercurial/svn/perforce user, let’s see how it’s different.

Yeah, what is this exactly? Is it just a revamped Asset Server? Because last I checked, Asset Server wasn’t very popular. Is this a built-in interface for git/svn? Or is it Yet Another Completely New version control alternative?

Possibly. When we’ve asked customers when they needed branches and dive deep, they typically express a need that isn’t branches. Rather, branching is used as a workaround for something else.

Does unity not use branches internally? Or is that just to work around problems like releases management and feature isolation?

How about creating a stable branch for a release so the team can keep working on new features without compromising the stability of the previous release in case a bug is found on the release build and a quick fix and resubmit is needed? How will you handle this scenario?

Yeah – we really need branches here, but not exactly branches and not exactly a work around which I’m not sure what you mean by this.

My team uses branches for three things:

(1) Release management / Stability Management. Our workflow goes from DEV -> QA -> Stage/Production – Each branch gets promoted once it passes a certain level by QA and is automatically promoted built / deployed via branches through our Jenkins CI.

(2) Hotfixes – When something bad comes up, we branch Stage/Production for a quick mirror of what’s on live (Or the Release/X branch/tag) We make a new Release branch for this Release/1.1.1 which then gets frozen, and verified by jumping straight to stage/production.

(3) Feature Branching / Bug Branching – Our CI system deploys a custom Server+iOS+Android environment when we deploy a custom branch in GIT. This allows Devs to work on feature branches or bug branches that are isolated before they are merged into the dev branch – giving QA/Product Owners the ability to launch their own builds and test specific features that aren’t accidently broken by others when you’re working in a team of 15+.

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We need branches in order to use this service with the ability to switch to different branches and the ability to merge them. And if custom CI is going to get integrated into this, we need a CLI in order to switch branches.

Feel free to email me if the above doesn’t make sense. Until then – We’re stuck using github and SmartMerge+Tortoise which isn’t working as pleasantly as we’d hope.

So what is this exactly? A new, integrated version control and bug tracking system? Or just a higher level overlay that supports different version control systems?

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