Godot
Source control for Godot projects
Godot projects are mostly text-friendly, but the moment you bring in textures, models, and audio the Git story gets messy. USourceControl handles scenes, scripts, and binary assets in one place — no LFS, no server to run.
Purpose-built
Fits the way Godot projects scale
Scene and script aware
.tscn and .gd files version cleanly as text. Large imported assets (textures, models, audio) are handled natively alongside them.
Godot-aware exclusions
.godot/, .import/, and export/ are excluded by default. Your project, scenes, and scripts sync automatically.
Large asset support
Textures, models, videos, and packaged exports up to 10 GB per file — no LFS pointer files, no bandwidth packs.
Locking for binary assets
For textures, models, or binary resource files that can't merge, lock before edit and release on commit.
Whole-team friendly
Artists, sound designers, and writers work from the desktop app. Engineers keep their GDScript or C# flows alongside.
Free solo tier
Godot is open source; so is our desktop app. Solo developers get 50 GB of storage at no cost, forever.
Why Godot teams should care about source control early
Godot projects stay small for a while, then suddenly aren't. The moment your solo prototype becomes a team of three — or the moment you add real art and audio — Git-only workflows start to hurt. Textures and FBX files are binary and large. Backing up 'by zipping the folder occasionally' stops scaling the day someone overwrites someone else's scene. USourceControl fits this arc. Start free for a solo project, add teammates when you have them, keep the same workflow throughout.
Text-first scenes, binary imports
Godot 4's scene and resource files are plain text, which is great for Git-style diffs. USourceControl versions them the same way — line-by-line history, readable diffs. Imported assets (the output of .import) are binary and regenerable from source textures. We exclude the .import/ folder by default and sync the source assets, so teammates re-import on first open.
GDScript, C#, and other engines
If your Godot project uses C# or GDExtension modules, USourceControl versions them alongside your scenes. There's no special setup for scripting languages. You can also keep code in Git if you prefer, and use USourceControl just for content — the choice is yours.
Workflow
How it works with a Godot project
Create a project
Sign up, create a USourceControl project, and copy the project key.
Link your Godot folder
Point the desktop app at your project.godot folder. USourceControl auto-detects Godot layout.
Commit and share
First commit captures your project. Invite teammates, sync, and keep shipping.
Default Godot exclusions
Godot regenerates these from source on open, so they don't need to be versioned:
.godot/.import/export/exports/*.tmp*.translation
project.godot, scenes (.tscn), scripts (.gd / .cs), and imported assets are included by default.
FAQ
Common questions
Does USourceControl work with Godot 3 and Godot 4?
Yes. USourceControl is engine-version agnostic — it operates on files, not Godot internals. Both Godot 3.x and 4.x project layouts work.
What's the workflow for Godot scenes merging?
Godot 4's .tscn format is text and often merges cleanly. When conflicts occur on complex scenes, you can lock the scene before editing to avoid merges entirely. For Godot 3 .tscn, locking is usually the safer default.
Can I use USourceControl for a solo Godot project?
Yes — the Solo tier is free forever with 50 GB of storage and unlimited commits. It's a great way to back up your project and get version history without running a server.
Does it work with GDExtension C++ modules?
Yes. C++ source, compiled binaries, and the SCons build system all version like any other files. You can also keep GDExtension code in Git and only use USourceControl for content.
What about exported builds?
By default we exclude export/ folders — you don't usually need to version them, and they can be reproduced from source. If you want to back them up (e.g., specific release builds), you can commit them into a dedicated folder.
How is this different from GitHub + Git LFS?
Git LFS adds large-file support to Git through pointer files and bandwidth packs. USourceControl stores large files natively with no pointers, no extra bandwidth billing, and a desktop app your non-coder collaborators can actually use. See /compare/git-lfs for details.
Version-control your Godot project in minutes
Free for solo developers. Open-source desktop app. No server to run.
Start for free