Hello everyone,
I’m a beginner Unity developer (a college student) working on a 2.5D Unity game as part of a year-long team project with four other developers. We’re all freshers and just getting started with Unity and version control systems like Git and GitHub. We’re running into confusion regarding GitHub’s limitations and what’s best for our workflow.
Project Details:
- Unity version: 2022.3 LTS
- Target platform: Windows
- Team: 4 developers (1 team member using macOS)
- Scope: Small to medium-sized student project (no multiplayer or high-end cinematics) [URP]
- Assets: Light usage of 3D models, animations, scripts, sound files, and shaders
Main Concern:
We want to collaborate using GitHub, but recently learned that GitHub has a soft repository size limit of 1 GB, and individual files over 100 MB are not allowed without Git LFS. This may seem small, considering Unity projects can grow rapidly.
We are aware of:
- Using a proper Unity .gitignore to exclude Library, Temp, etc.
- Git LFS (Large File Storage) for larger binary files
- Alternatives like GitLab, Plastic SCM, Unity DevOps, and syncing assets separately via cloud drives
My Questions:
- Is GitHub suitable for Unity projects with 4 developers, assuming we use .gitignore and manage assets carefully?
- Is GitHub + Git LFS sustainable long-term for a Unity game with 3D models, textures, and sounds?
- Would a GitHub alternative like GitLab or Plastic SCM be more beginner-friendly or more scalable?
- How do we properly sync things like Project Settings, Packages, or Scene files between team members to avoid conflicts?
- Should we only push scripts and lightweight assets to Git and handle heavier assets (models, audio, etc.) via Google Drive?
Goal:
We’re looking for a simple and beginner-friendly setup that:
- Supports basic Unity project collaboration
- Handles version control of scenes, scripts, prefabs, and materials
- Has enough storage for an average-sized Unity game
- Doesn’t overwhelm us with complex DevOps workflows
I would appreciate it if someone could share a recommended structure or best practices for student game dev teams. Any help or examples are welcome.
Thanks in advance,