Unity

Source control for Unity projects

Cloud version control for Unity teams. Version your Assets, scenes, prefabs, and .meta files, keep the whole team in sync, and never lose a file. Large assets and binary locking included, with nothing to set up. No wrestling Git LFS, no Unity Version Control seats.

Purpose-built

Made for how Unity teams ship

Handles binary assets

FBX models, textures, audio, video, and baked lightmaps. All versioned natively, up to 5 GB per file.

Locking for scenes and prefabs

Unity scenes and prefabs merge poorly. Lock them before you edit and release on commit. No more stomped changes.

Unity-aware defaults

Library/, Temp/, Logs/, obj/, and Build/ are excluded out of the box. Assets/, ProjectSettings/, and Packages/ sync automatically.

Meta files kept in sync

Unity's .meta files are versioned alongside their assets. No orphaned references, no missing GUID warnings.

Non-engineer friendly

Artists and designers work from the desktop app. Commit, sync, and history without Git, Plastic, or Unity's cloud dashboard.

Engine-agnostic pricing

Flat per-user pricing with storage and bandwidth bundled. No Unity subscription tier required.

Why Unity teams outgrow Git LFS

Git works for Unity code, but the asset side is where it breaks. Textures, FBX models, audio clips, and baked lightmaps are all binary and often large. Git LFS patches this but brings its own problems. Pointer files silently replace assets when LFS config is wrong, bandwidth packs get expensive, and the workflow confuses non-engineers. USourceControl treats binary assets as first-class. There's no LFS layer, no pointer files, and no separate bandwidth billing. Your artists see the same app your engineers see. They just click commit.

Scenes, prefabs, and locking

Unity scenes and prefabs are YAML, which sounds mergeable, but in practice merges frequently corrupt references, component orders, or GUIDs. The safe pattern is exclusive locking: claim the scene before you edit, release the lock on commit. USourceControl makes this a one-click workflow from the desktop app. Teammates see the lock state live and know to pick up a different task.

Packages, project settings, and assembly definitions

USourceControl syncs your full Packages/, ProjectSettings/, and Assets/ folders by default. Package manifests, custom asmdefs, and render pipeline assets all version like any other file. Library/ is excluded. Unity regenerates it from source assets on first import, and it can balloon to tens of gigabytes. If a teammate syncs fresh, Unity will rebuild Library/ automatically on first open.

Workflow

How it works with a Unity project

1

Create the project

On the dashboard, create a new project and grab its project key.

2

Link your folder

In the desktop app, point the project key at your Unity project root. Assets and settings are detected automatically.

3

Commit and collaborate

First commit captures everything. Invite teammates, lock scenes before editing, and sync continuously.

Default Unity exclusions

These are excluded by default so you don't sync regenerable cache and build output:

  • Library/
  • Temp/
  • Logs/
  • obj/
  • Build/
  • Builds/
  • UserSettings/
  • *.csproj
  • *.sln
  • .vs/

You can adjust the exclusion list per project. Assets/, Packages/, and ProjectSettings/ are synced by default.

FAQ

Common questions

Does USourceControl integrate with Unity Editor source control?

Not as an in-editor plugin today. The workflow is through the desktop app, which sits alongside the editor. This keeps the experience identical for artists, designers, and engineers.

How does this compare to Unity Version Control (formerly Plastic SCM)?

Unity VCS is tightly integrated with Unity tiers and has a powerful but complex feature set. USourceControl is simpler, engine-agnostic, and has flat pricing starting at $12/mo on the Solo plan. See /compare/plastic-scm for a side-by-side.

What about the URP / HDRP render pipeline assets?

Render pipeline assets and their dependencies (shaders, graphics settings) version like any other file. They're in Assets/ or ProjectSettings/ and sync by default.

Can I use Unity Cloud Build alongside USourceControl?

Unity Cloud Build expects a Git repository, so the combination isn't direct. Most teams on USourceControl use their own CI (GitHub Actions, Azure Pipelines) and pull the latest project state via the USourceControl API before building.

What's the maximum project size?

5 TB per organization on Studio, custom on Enterprise. Individual files up to 5 GB each. Typical Unity mobile and mid-scale PC projects are comfortably under these limits.

Are .meta files handled correctly?

Yes. The .meta files are versioned alongside their assets automatically. You don't need to configure anything to avoid orphan .meta issues.

Get your Unity project under version control today

From $12/mo for solo developers. Unlimited commits, 500 GB storage, 1 TB bandwidth.

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