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How do I use version control with a large repo?
Right now we're using BitBucket but we're almost at a gig and we're only prototyping right now, haven't really begun adding any art assets. We thought about exporting all our assets to .package's and importing these separately and only using svn for the code and other project files but this seems like a bad idea. Any suggestions?
Use non-bitbucket utility for any models, textures, et.c. SVNs like bitbucket are for codepieces only, and the programs running them can be awfully slow dealing with non-text files.
Where i work, we use tortoisesvn on a network drive for art assets (that backs up to off-site host nightly), and recently moved code from bitbucket to there too, since having them separate was a bit of a hassle.
Bitbucket is great if you only do code-related subversion through it
So would you suggest backing up the code to Bitbucket and the art to say something like Perforce?
Yeah, bitbucket's best for code only, specifically due to its size restrictions. What you use for the art assets is your own choice. Could even use google drive just fine, that's what i used for my first project.
Using Google Drive or Dropbox, have you have problems with assets losing references to materials, prefabs etc?
If you're sitting in one office space, I'd recommend picking up a computer to use as a server, and host locally. Bitbucket and the like are great for code projects, but when you start working with really large files (like music and graphics assets), the upload/download rate is going to kill you.
The computer doesn't have to be an expensive one at all, as it's not going to run Unity, it's just going to receive and send bytes. You could theoretically grab any old laptop you might have laying around.
You could also move to git, and ditch the central repo. Ins$$anonymous$$d of having a centralized server you pull from and push through, each $$anonymous$$m member just pulls updates from the other $$anonymous$$m members as required. We're doing that, and it works great.