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Unity Version Control

Unity Version Control is a distributed version control system (VCS) and source code management tool optimized for game development and real-time 3D projects, enabling teams to track changes, collaborate efficiently, and handle large binary files such as assets and media with superior speed and scalability. Previously known as Plastic SCM, it was developed by Codice Software and acquired by Unity Technologies in August 2020, after which it was rebranded and integrated deeply into the Unity ecosystem to support engine-agnostic workflows across disciplines like art, programming, and design. The system supports both cloud-hosted and on-premises deployments, allowing flexibility for teams of varying sizes, from small developers to large studios, with a free tier available for up to three users and 5 GB of monthly storage before transitioning to a pay-as-you-go model based on active users and cloud usage. Key features include Smart Locks, which reduce merge conflicts by enforcing exclusive checkouts on specific files or branches, and role-based workflows that separate and pipelines to streamline without disrupting creative processes. It integrates seamlessly with the Unity Editor via the Unity Hub for repository creation and management, as well as with external tools like IDEs (e.g., ), issue trackers (e.g., ), and CI/CD pipelines (e.g., Jenkins, ), making it suitable for cross-platform development on Windows, macOS, and . Notable for its performance with massive repositories—often exceeding those of traditional VCS like Git for binary-heavy projects—Unity Version Control emphasizes distributed development, code reviews, and user/group permissions managed through the Unity Dashboard, ultimately boosting productivity in fast-paced game production environments. By prioritizing intuitive interfaces and conflict minimization, it addresses common pain points in game dev teams, such as version conflicts from simultaneous asset edits, while supporting centralized or fully distributed models to fit diverse team structures.

Overview and History

Overview

Unity Version Control (UVCS) is a scalable, engine-agnostic system (VCS) developed by , optimized for handling large binary files common in game assets such as models, textures, and audio. Formerly known as Plastic SCM, it provides robust management capabilities tailored for collaborative environments. Following ' acquisition of Codice Software, the developer of Plastic SCM, in August 2020, the tool was rebranded to Unity Version Control, with full integration into Unity's ecosystem achieved by 2021. This rebranding aligned the more closely with Unity's offerings, enhancing its accessibility for game developers. UVCS serves primary use cases in and for collaborative teams in game studios, supporting artists, programmers, and designers through efficient versioning of project elements. In enterprise setups, it supports unlimited users, handles large-scale repositories suitable for extensive projects, and offers cross-platform clients for Windows, macOS (including ), and .

Development History

Unity Version Control traces its origins to Plastic SCM, developed by the Spanish company Codice Software, which was founded in 2005. The tool's initial release occurred in 2006, marking the debut of a system designed for teams handling large repositories. Key early milestones included the introduction of enhanced distributed capabilities in around 2008, followed by improved merging tools in version 4.0, released in late 2011. Version 5.0, launched in 2013, added mode to simplify workflows for non-developers working with binary assets like art files. In January 2017, version 6.0 debuted Jet storage as the default backend, optimizing performance for high-volume repositories through a custom, file-based system that outperformed traditional database approaches. Version 7.0, released in March 2018, expanded support for cloud-hosted repositories, enabling seamless remote collaboration without on-premises infrastructure. The pre-acquisition version 9.0 arrived in August 2020, incorporating refinements to usability and integration tools. On August 17, 2020, acquired Codice Software, integrating Plastic SCM into its ecosystem to bolster for game developers. Following the acquisition, the tool was rebranded as Unity Version Control in 2021 and tightly integrated with Unity Hub for streamlined project management. Versions 10.x, spanning 2022 to 2023, focused on enhancing cloud scalability to handle growing data volumes in collaborative environments. The 11.x series, developed from 2022 to 2025, introduced native ARM support for macOS installers, enabling efficient operation on Apple Silicon hardware, alongside updates to SemanticMerge for compatibility with C# 12 features. The latest release, 11.0.16.9772, was issued on November 13, 2025 (as of November 18, 2025). Over time, the platform evolved from a general-purpose system to one optimized for game development, exemplified by the 2024 Unity 6 Edition, which deepened integration with the Unity Editor for handling large binary files and multiplayer workflows. This shift emphasized artist-programmer collaboration and real-time 3D asset management.

Core Design and Architecture

System Architecture

Unity Version Control operates on a client-server , with a central server managing repositories that can be hosted in the cloud via Cloud or deployed on-premises for self-managed environments. This setup enables scalable across teams, supporting repositories that handle large-scale game assets and codebases without inherent size limitations beyond hardware constraints. Clients connect to the server to perform operations, ensuring centralized oversight while allowing flexible deployment options tailored to organizational needs. Clients encompass a range of interfaces for diverse workflows, including a (CLI) for scripting and automation, graphical user interfaces (GUIs) such as the GUI for developer-focused tasks and for artist-friendly interactions, and dedicated plugins for integrated development environments (IDEs) like and . These components facilitate direct interaction with the server, enabling users to clone repositories, commit changes, and resolve conflicts efficiently. The architecture supports full repository clones on the client side, embodying distributed version control system (DVCS) principles that permit offline development and subsequent synchronization via push and pull mechanisms to the central server. Security and access controls are implemented through access control lists (ACLs), which provide granular permissions for users and groups on repositories and operations. Personal access tokens (PATs) were introduced in version 11.0.16.9637 (September 2025) to enable secure, token-based specifically for integrations, enhancing automation without exposing credentials; the system also accommodates self-signed certificates for secure on-premises connections. At the integration layer, Unity Version Control features deep hooks into the Unity Editor, allowing automatic asset versioning, change detection, and workflow automation directly within the development environment. support extends to tools, including plugins for Jenkins to automate builds and deployments, and for issue tracking and task-driven branching; these capabilities were bolstered by an enhanced API in version 11.0.16.9656 (October 2025). Storage backends like underpin for optimized performance.

Data Storage and Management

Unity Version Control employs the Jet backend as its default storage mechanism, introduced in version 6.0 in 2017. This proprietary, NoSQL-like system utilizes a filesystem-based approach for efficient data and handling, particularly excelling in fast indexing and management of large files common in game development. It outperforms traditional SQL databases by factors of 10-40x in operations, enabling 3-5x faster performance for substantial check-ins. For smaller-scale deployments, alternative relational database backends such as , SQL Server, and are available, allowing flexibility based on setup size and requirements. The system's versioning model centers on atomic commits organized into changesets, where all modifications in a single are applied indivisibly to maintain consistency. Each and functions as a distinct item assigned a (item ID) for accurate tracking throughout its revision history. versioning treats folders as versionable entities, preserving and enabling precise reconstruction of project hierarchies across changes. To mitigate conflicts with non-mergeable assets, large locking provides exclusive , ensuring collaborative integrity for binaries like textures and models. Performance optimizations enhance data handling efficiency, including asynchronous Virtual File System (VFS) processing in version 11.0.16.9692 (October 2025), which offloads filesystem change detection to avoid blocking the main thread and boosts (IDE) speed. The (CLI) purge tool facilitates storage management by removing unused old revisions, as demonstrated by deleting 77 revisions totaling 290 MB via commands like cm purge register ".png" "2023-Jun-21 13:40". Additionally, partial workspaces support shelvesets through CLI options such as cm shelveset apply --dontcheckout (introduced in 11.0.16.9579), allowing application of pending changes without a complete workspace checkout. Data scalability supports repositories up to petabyte levels, accommodating the expansive needs of enterprise game studios with massive asset libraries. Full support for double-byte languages and emojis was implemented in version 11.x via updates to the UI framework, ensuring compatibility with diverse international content. Checkout operations for large file sets have been significantly accelerated, with version 11.0.16.9546 (July 2025) reducing time for 15,000 files from 46 seconds to 10 seconds—a roughly 4.6x improvement—via CLI optimizations.

Key Features

Branching and Merging Capabilities

Unity Version Control supports unlimited branching to facilitate parallel development streams without restrictions on the number of branches. The Visual Branch Explorer provides a graphical visualization of branch and merge history, allowing users to view repository evolution through an interactive diagram that displays changesets, branches, and merges. This tool includes filters for date, branch, and user to streamline navigation, along with features like branch hiding and manual relayout for customized views. Introduced and enhanced in version 11.x, the quick branch switching menu enables rapid transitions between branches via a top-level interface with case-insensitive filtering, preserving context and supporting options like "Shelve & Switch" to handle pending changes during switches. Advanced merging capabilities in Unity Version Control are powered by the SemanticMerge tool, which performs code-aware merges by analyzing syntax and semantics rather than line-based comparisons. SemanticMerge supports C# 12 syntax and is enabled by default starting in version 11.0.16.7935, with cross-platform availability on Windows, macOS, and . It effectively handles complex scenarios, such as directory moves and refactoring operations, by preserving structural intent during integration. Server-side improvements in 11.x further optimize merge performance, achieving up to 500 times faster resolution for ChangeDelete conflicts—for instance, reducing processing time from two hours to 15 seconds for datasets with 2 million items—through enhanced conflict detection and handling algorithms. Conflict resolution is bolstered by Smart Locks, which enable sequential editing of assets across branches by automatically verifying the latest version before granting exclusive access, thereby minimizing overwrite risks and merge disputes. Replacing legacy file-locking mechanisms, Smart Locks travel with changes during merges and support rules for non-mergeable files like binaries, preventing concurrent modifications that could lead to . These features are detailed in the 2024 documentation updates, emphasizing their role in collaborative workflows. For binary files specifically, file-locking ensures atomic updates without requiring manual intervention. Additional tools enhance branching and merging efficiency, including the Shelves view in GluonX, which allows users to create, view, and apply shelvesets for pending changes directly from the , with advanced filters for and users introduced in 11.x. The mvbranch , added in version 11.0.16.7978, supports automation of branch moves via command-line scripts, providing environment variables like PLASTIC_BRANCH_NEW_NAME and PLASTIC_FULL_BRANCH_NEW_NAME for precise control in custom workflows.

Specialized Tools for Game Development

Unity Version Control provides specialized tools tailored for game development teams, particularly emphasizing workflows for artists and designers who handle large binary assets like models and audio files. Central to this is mode, a simplified () designed for non-programmers, enabling them to select, edit, and submit files on a single without needing to manage merges, branching, or the full . This partial workspace approach allows users to work on specific assets without downloading the entire , conserving disk and reducing for members focused on creative tasks rather than code management; it supports file locking to prevent conflicts during collaborative edits on binary files such as images, animations, and documents. In version 11.x, GluonX introduces enhanced shelveset support, including a dedicated shelves for creating and viewing shelves directly in the , integration of shelve diffs within the Pending Changes , and an attributes for editing shelve properties, streamlining temporary storage of changes for artists. Deep integration with the Editor further supports asset-centric workflows by enabling direct versioning of game assets through the , where users can view and manage pending changes in a dedicated tab. The Pending Changes view includes a toggleable mode, allowing hierarchical visualization of modified, added, or deleted items for easier navigation of complex project structures. On Windows, the 11.x release enables auto-upgrade for the DVCS Edition, previously limited to Edition, ensuring seamless updates without intervention during Editor sessions. Handling large binary files is optimized for development's demands, with version 11.x delivering significant performance boosts: operations are 25% faster due to refined processing adjustments, while deletes for large volumes of files are up to 6x faster through block-based handling and progress indicators. These enhancements reduce wait times for operations common in asset-heavy pipelines, such as reverting models or audio revisions. Code review tools in 11.x include enhancements for collaborative feedback, supporting multiple reviewers via a conversation panel where users or groups can be added or removed dynamically. The Code Reviews view now features auto-refresh for real-time updates and advanced filters to sort by criteria like status or assignee, improving efficiency in team reviews. Additionally, semantic visual differences in diff tools provide syntax-aware comparisons for .NET and files, highlighting changes at the level of classes and methods rather than line-by-line text.

Operational Modes and Workflows

Centralized and Distributed Modes

Unity Version Control operates in two primary s—centralized and distributed—that determine how clients interact with the server and manage , enabling flexible team s tailored to needs. The centralized mode follows an SVN-like , where client workspaces connect directly to a single central server for all operations, such as check-ins and updates, without maintaining a full local . This approach provides strict control over access and changes, making it suitable for large teams where centralized oversight is essential to maintain consistency and enforce policies. It utilizes commits to ensure that entire changesets are applied successfully or rolled back entirely on the server, and supports server-side locking to manage concurrent edits on files, reducing conflicts in shared environments. In contrast, the distributed emulates a Git-like structure, where clients maintain full clones of the locally, facilitating offline work and independent . Users perform local commits and then synchronize changes via and pull operations with the remote , allowing seamless of updates when is restored. This has been available since , released in 2008, with enhancements including automatic upgrades to distributed setups introduced in version 11.x for improved compatibility and ease of adoption. Switching between modes is configurable on a per-repository basis, with hybrid support enabling mixed workflows where different team members or branches can operate in centralized or distributed paradigms as needed. Storage backends, such as those detailed in the system's , remain compatible across both modes to ensure consistent . In distributed mode, performance optimizations include up to 10x faster workspace tree updates for large-scale repositories, such as those with 7 million items, as implemented in version 11.0.16.7957 through configuration flags like EnableNewWorkspaceTreeFormat, reducing update times from approximately 6 seconds to 600 milliseconds.

User Workflows and Integration

Unity Version Control supports core workflows centered on check-in and check-out processes, particularly optimized for partial workspaces that allow users to manage only specific subsets of a for efficient handling of large binary files common in game development. In partial workspaces, users can check out individual files or directories using commands like cm partial checkout <file>, enabling targeted edits without downloading the entire , which is ideal for distributed teams working on massive assets. Check-in follows a similar granular approach with cm partial checkin <file1> <file2>, ensuring changes are committed selectively after review, reducing overhead in environments with terabyte-scale projects. These processes integrate seamlessly with the centralized and distributed modes, where check-outs enforce locking to prevent conflicts in shared assets. Undo operations provide a safety net for workflow mishaps, with improved behavior introduced in version 11.0.16.7995, where a dialog now prompts users before shelving changes, allowing cancellation or preference setting to avoid unintended undos. Post-shelve, users can choose to undo or retain changes via an enhanced , configurable in preferences for repeated tasks. The incoming changes further streamlines workflows by displaying pending updates from the , with optimized for speed—merge calculations for large-scale conflicts, such as those involving 2 million items with change-delete scenarios, were accelerated from over 2 hours to under 15 seconds, representing up to 500x faster in complex resolutions. This includes details like path, size, author, and resolution method, enabling quick updates or manual interventions without full pulls. Integrations with development tools enhance daily workflows, including plugins for and that embed actions directly into the . The plugin, updated in 11.0.x releases, fixed issues with pending changes display and toolbar controls after Visual Studio 2022 updates to version 17.2.0 or higher, ensuring reliable check-in/out from within the editor. Rider integration supports similar operations like status checks and diffs, with the plugin bundled in the Unity Version Control client for seamless setup. Jira enhancements in 11.0.16.9656 introduced intelligent endpoint detection for the , automatically using the search/jql endpoint when available or falling back to legacy search?jql for compatibility, streamlining issue-linked creation and task tracking without manual reconfiguration. For , the (CLI) enables scripting of workflows, with comprehensive released in 11.0.16.7978 covering commands like cm partial update and triggers for events such as moves, including examples for environment variables like PLASTIC_BRANCH_NEW_NAME. User interface elements facilitate efficient management, such as the workspaces view in PlasticX (the desktop client), which supports filtering by branch or user for multiple repositories and drag-and-drop reorganization introduced in 11.0.16.8673 across macOS and Windows. This view allows renaming, deleting (even active workspaces), and reconnecting, with cross-platform drag-and-drop for files between changelists in the pending changes tab. In GluonX, the lightweight client for artists, the recent check-in comments UI was refined in 11.0.16.9213 with the button moved inside the textbox for better accessibility, alongside improved notification labeling and a new list format in the shelves view from 11.0.16.7935. Application zoom functionality, added in 11.0.16.7608, supports scaling via the menu or Ctrl + Plus/Minus in both PlasticX and GluonX, aiding visibility for detailed reviews. Error handling has been bolstered to support concurrent operations, with fixes in 11.0.16.7608 addressing deadlocks in long-running merge processes on the Cloud Server by preventing redundant calculations during simultaneous check-ins. The sign-in dialog received layout improvements in 11.0.16.7995 for clearer flows, reducing user friction in multi-organization setups. These updates ensure stable performance in team environments, minimizing disruptions from conditions or blocks.

Comparisons with Other Systems

Key Differences from Git

Unity Version Control (UVCS), formerly known as Plastic SCM, diverges from in its optimizations tailored for game development, particularly in handling large-scale projects with binary assets. Like , UVCS is a distributed version control system (DVCS) designed for source code management, but it includes features such as efficient delta compression and item-level tracking to manage repositories containing gigabytes of assets without performance degradation. In binary file handling, UVCS natively supports large binary assets—common in game development such as textures, , and audio files—through built-in mechanisms like efficient delta storage and exclusive file locking, eliminating the need for extensions like Git Large File Storage (LFS). Git struggles with binaries due to its text-oriented diffing, often resulting in full file replacements rather than incremental changes, which inflates repository size and slows operations for projects exceeding 10 GB. UVCS's Smart Locks feature further enhances this by allowing locks to "travel" across branches, preventing concurrent edits on non-mergeable binaries and reducing conflicts, a capability absent in Git's branching model where parallel work on binaries frequently leads to overwrites. UVCS excels in merging through tools like SemanticMerge, a code-aware merger that understands syntax and semantics for languages including C#, enabling intelligent resolution of code conflicts beyond 's line-based textual diffs. For instance, SemanticMerge automates 16–30% of merges that would otherwise require manual intervention in , particularly beneficial for C# scripts in projects. Additionally, UVCS's Visual Branch Explorer provides a graphical for tracking unlimited branches without the performance penalties seen in 's text-based logs, where large histories can hinder navigation and merging complex changesets. This contrasts with 's reliance on command-line tools or third-party GUIs, which often rewrite history during rebases—a practice restricted in UVCS to preserve immutable merge tracking. User accessibility in UVCS prioritizes non-technical team members, such as artists, via intuitive graphical user interfaces like , which simplifies workflows by allowing selective file checkouts and automatic locking to avoid conflicts on shared assets. In contrast, Git's command-line focus demands scripting or external tools for similar functionality, making it less approachable for collaborative environments involving diverse roles in game studios. UVCS's file-locking prevents overwrites on assets like models, fostering smoother teamwork without the merge hell often experienced in Git-based pipelines. The model in UVCS utilizes directory-based versioning with unique item IDs to track changes at a granular level, enabling precise handling of renames, moves, and deletions across large directory structures without the snapshot bloat inherent in Git's . This item-centric approach, not based on Git's protocols, supports scalable for game assets while avoiding the exponential growth in Git repos as branches proliferate. UVCS thus maintains efficiency in distributed setups with features like Xlinks for linking, offering more flexibility than Git's submodules for managing interconnected project components.

Interoperability with Git, Perforce, and Others

Unity Version Control (UVCS) provides GitSync as a core feature for bidirectional synchronization between UVCS repositories and repositories, enabling seamless mirroring of commits, branches, merge tracking, and conflict resolution across the two systems. This synchronization supports network protocols such as and Git://, allowing UVCS to push and pull changes directly to remote servers like or without intermediate scripts. GitSync converts submodules to UVCS Xlinks during operations and handles file additions, deletions, and moves on both sides, though it restricts rebases and fast-forward merges to preserve UVCS's change history integrity. For accessing UVCS repositories with Git clients, GitServer enables Git-compatible push and pull operations by configuring UVCS to expose repositories over Git protocols on specified ports, such as 9418 for the default Git protocol or HTTP 8080. occurs via a gitserver.conf file in the UVCS server directory, defining repository mappings, authentication (including HTTP basic auth), and sync intervals, which defaults to five minutes for propagating changes. Import and export processes leverage 's fast-import and fast-export formats through UVCS CLI commands like cm sync, facilitating migrations from to UVCS by pulling entire histories and mapping branches for visualization in UVCS's Branch Explorer. UVCS offers dedicated compatibility with through the P4Sync tool and CLI-based syncing, supporting direct import of metadata, file data, and changelists into UVCS . The cm sync command enables bidirectional synchronization, initially importing full history into an empty UVCS and subsequently propagating changes, with options like --branchesfolder to handle streams and branches in hybrid environments. This setup allows only one stream to sync at a time per UVCS , aiding gradual transitions while maintaining case sensitivity and user mappings via parameters such as --user and --caseinsensitive. Integration with other version control systems includes plugins and triggers for tools like Polarion, where UVCS changesets and branches can link to work items using prefixes (e.g., "task004" for task ID 4) or desktop app selections, with configurable filters for work item statuses to populate pending task lists. The UVCS CLI (cm) supports in CI/CD pipelines, such as Jenkins, through a dedicated Jenkins that handles repository checkouts and builds, enabling scripted workflows for deployment. While UVCS lacks native support for (SVN), interoperability is achievable via custom scripts leveraging the CLI for import/export operations, similar to general external VCS handling in Unity projects. Sync operations in UVCS handle branching effectively but require specific configurations, such as enabling parallel downloads for large files exceeding 2 GB, to avoid failures during repository synchronization as addressed in version 11.x updates. Best practices include using Personal Access Tokens (PATs) for secure integrations to authenticate calls without exposing credentials, particularly in automated syncs, and avoiding history-rewriting commands to maintain bidirectional consistency. In hybrid setups, limit syncs to single streams and enable logging (cm log) for debugging mixed changelist issues or empty directory persistence.

Deployment, Licensing, and Support

Availability and Supported Platforms

Unity Version Control can be accessed through downloads available via the Cloud Dashboard or directly from plasticscm.com, where users can obtain installers for the desktop client and CLI tools. It supports cloud-hosted deployment managed by , allowing seamless integration without local infrastructure, or on-premises installation for self-hosting via enterprise editions that include server components. The client software is supported on multiple operating systems, providing full functionality across development environments. On Windows, it offers comprehensive support, including integration with WinFSP for virtual file systems that enable dynamic workspaces without downloading entire repositories locally. macOS clients are available for both Intel and ARM architectures, with native ARM support introduced in the 11.0.16 series in mid-2025, allowing Apple Silicon devices (M1/M2/M3) to run without Rosetta emulation and incorporating fixes for stability issues such as those addressed in the Tahoe release branch. Linux client support targets x64 architectures on distributions including Ubuntu 15.04 and later (with recent libicu dependency fixes in 11.0.16 for Ubuntu 24.04 and 25.04), Debian 9+, Fedora 22+, Red Hat/CentOS 7.x+, and OpenSUSE 15.4+, though Ubuntu 22.04 LTS and newer are recommended for optimal compatibility. Server deployment options include Unity-managed hosting for scalability and ease of use, as well as on-premises setups on Windows and operating systems. On-premises servers support Windows platforms with full administrative tools and distributions such as and for robust, self-managed environments. emphasize modern runtimes for cross-platform operation, including .NET 6 or later, with fixes for runtime issues implemented across 11.x versions to ensure stability on all supported clients. The leverages UI version 11, enabling consistent, native-like experiences on Windows, macOS, and without platform-specific customizations.

Release Cycle and Updates

Unity Version Control maintains a structured release cycle characterized by periodic major version updates and frequent minor releases to deliver enhancements, performance improvements, and bug fixes. The 11.x major version series, which began in March 2022, exemplifies this approach, encompassing approximately 129 releases as of November 2025, with minor updates occurring regularly to address user needs in game development workflows. These minor releases typically roll out enhancements and stability improvements on a near-weekly basis, ensuring ongoing with 's and third-party tools. Recent updates in the 11.x series have focused on performance optimizations and integration refinements. For instance, version 11.0.16.9772, released on November 13, 2025, introduced improved error handling when listing files from unavailable servers in the command-line client across all platforms. Earlier, version 11.0.16.9692, released on October 15, 2025, introduced asynchronous (VFS) processing for IDEs, along with fixes for external file renames and moves in those environments, and improved macOS installer handling for architectures. Version 11.0.16.9656 from October 1, 2025, added support for REST API search endpoints and branch base selection in the Create Branch dialog, while resolving issues with lock releases during undo operations across workspaces. Version 11.0.16.9546, dated July 24, 2025, delivered a 10x faster checkout speed for large file sets using the command-line tool (cm), and embedded the Clone UVCS workflow directly into IDEs' "Get from Version Control" dialog. The user interface has undergone significant modernization with the adoption of v11 across multiple releases, enhancing performance, text rendering, and support for Asian languages in the GUI and clients; notable implementations include updates in 11.0.16.9039 to Avalonia 11.1.5 and earlier transitions in 11.0.16.8051. Additionally, SemanticMerge has been enabled by default for new users on Windows GUI starting with 11.0.16.7935, streamlining code merging for C# and other languages without requiring manual configuration. Bug fixes constitute a core component of these updates, targeting stability and usability. Common resolutions include crashes in the diff tool after cutting empty text (fixed in 11.0.16.7608), deadlocks during concurrent check-ins on Cloud Servers (also 11.0.16.7608), and issues such as unexpected refreshes in the Pending Changes (11.0.16.9546) and loading delays in branch explorers via flicker reductions in pending changes (11.0.16.7608). Other fixes address organization persistence in the through global configuration corrections for unified organizations (11.0.16.9656) and horizontal scrolling problems in tables (same release). Looking ahead, Unity Version Control provides long-term support akin to LTS models for major versions, with comprehensive documentation available for each release on the official site to guide users through updates and migrations. This ensures sustained reliability for production environments in game development teams.

Licensing and Terms of Use

Unity Version Control offers several editions tailored to different user needs, ranging from free options for small teams and non-commercial projects to paid plans for larger-scale and deployments. The free tier (formerly associated with and editions in pre-acquisition Plastic SCM) is available for individuals and small teams, supporting up to three users and 5 of monthly storage as of November 2025, with expansion to 25 starting in Q1 2026; use is permitted if adhering to Unity revenue thresholds under $200,000 annually. The edition operates on a pay-as-you-go model, charging based on monthly active users beyond the free tier and additional storage needs at $0.14 per per month. For on-premises deployments, the edition is available through Unity subscriptions, offering options for subscription-based licensing or perpetual licenses managed via the DevOps Organizer tool. Pricing for remains accessible with its free tier expanding as noted, while paid components are set to see increases starting in Q1 2026. The free tier incurs no costs within its limits, and seats for cloud usage are included in broader subscriptions; starting Q1 2026, seat charges for cloud-hosted will be eliminated for all users. According to announcements on , 2025, paid subscriptions for and Enterprise plans, which encompass features like , will rise by 5% in 2026 to support ongoing development. Terms of use for Version Control are governed by subscription models for cloud services and perpetual options for on-premises Enterprise setups, with all usage subject to the Unity Additional Terms. Cloud editions require active subscriptions that auto-renew annually unless canceled 90 days in advance, while on-premises licenses allow one authorized user per computer with provisions for secondary installations. Users retain full ownership of their and content, with no transfer of ownership to , ensuring that repositories and assets remain under customer control. A feature for editing accounts to manage credentials was introduced in version 11.0.16.7504, enhancing security for multi-user environments. Restrictions apply primarily to the free tier to encourage scaling to paid plans for commercial or larger projects. The free tier limits to three users and 5 GB of storage (expanding to 25 GB in Q1 2026), beyond which overage fees apply, and commercial use is permitted only if the overall project adheres to Personal revenue thresholds under $200,000 annually. Following Unity's 2020 acquisition of Codice Software (creators of ), fully integrates with Unity's overarching terms of service, aligning usage policies across the ecosystem.

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