The best idea BUT depending on how big your team is, is to have one master copy of the project and everyone else has that copies. When someone does something new to their version either add it to the master version via drag and drop in perforce or something like Google Drive OR after one week or so get together and put it all in together.
Also don't forget to write release notes on what you have done, it is a very good idea to keep track this way of changes made to work no matter how small
Unity is built to handle version control and you can force it to keep all meta data in xml format to make merging possible. There should be no problem maintaining the whole project in something like perforce, svn or git.
Ive used both github and bitbucket for version control with team members. Using bitbucket and sourcetree right now actually since they offer private repo's
For our Unity game we are using https://www.assembla.com/home for repository with TortoiseSVN. It is not the perfect solution, but it works. A lot better than dropbox copy paste latest files
I'm using perforce and so far it's working pretty well, the way you'd expect it to work. Might not be a very well known fact but perforce is now (since 2012) free for teams of 20 or less people
I use Github. You have to properly set up the excludes and it works great.
Only real problem is if you have multiple people working in the same scene.. making changes. However we try to just keep our work separate and coordinate who makes changes in the main scene.
I use Github. You have to properly set up the excludes and it works great.
Only real problem is if you have multiple people working in the same scene.. making changes. However we try to just keep our work separate and coordinate who makes changes in the main scene.
This is what we do. It works pretty well most of the time.
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Also don't forget to write release notes on what you have done, it is a very good idea to keep track this way of changes made to work no matter how small
It's just me and my friend (project in my sig) we're getting there but still need to iron a few workflow bugs out, but seems workable now!
http://docs.unity3d.com/Documentation/Manual/ExternalVersionControlSystemSupport.html
Only real problem is if you have multiple people working in the same scene.. making changes. However we try to just keep our work separate and coordinate who makes changes in the main scene.
This is what we do. It works pretty well most of the time.