

Open a Command Line Window (PC) or a Terminal (Mac).In modern versions of Unity, these settings are the default, but it is worth checking them if your project originated in an older version of Unity. Asset Serialization Mode set to Force Text.Version Control Mode set to Visible Meta Files.There are two important settings that your Unity project needs to have before you use it with git: Step 2 - Project settings for version control It’s best to avoid spaces and special characters as Unity will create a directory from the project name.


Step 14 - Push your local changes to GitHub.Step 13 - Connect your local repository to GitHub.Step 12 - Setup SSH keys to access GitHub.Step 11 - Create a repository in GitHub.Commit hash, our commit’s unique identifier.Step 5 - What to commit? What to ignore?.Step 4 - Take a look inside your new project.Step 3 - Initialize the project for git.Step 2 - Project settings for version control.Sign up now to get access to the GitHub for Unity plugin preview. Many thanks to Emil “AngryAnt” Johansen for all his help in getting this project up and running. We’ll be making the project open source and publishing the extension in the Unity asset store soon after. Watch for an alpha release over the next few weeks. The GitHub for Unity extension is a first step towards unifying the GitHub and Unity workflows, and we’d love to hear your feedback to help guide us in the right direction.

The extension also includes Git LFS v2.0 support to store large binary assets and introduces file locking to help communicate with your team that you are working on difficult-to-merge files. You can easily configure, collaborate, and manage your Git project in a dedicated window. The GitHub for Unity extension integrates Git and GitHub directly into the Unity Editor. With the GitHub for Unity extension, Unity game developers (artists and programmers alike) can better integrate Git and GitHub into their workflow, even if they’re versioning large binary assets. Git helps millions of developers write and collaborate on code, but it’s not always a practical choice for building games.
