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by Coincoin 4322 days ago
As someone who tried to develop a Unity game on a big team, it was hell. The collaboration is horrible, there are conflicts all the time for no reason. Simply getting the source, running the game and updating would produce conflicts. We also had to buy the cache licenses to make it somewhat workable.

But the worst was the support. It was worthless. Anytime we would open a ticket, they would simply google and return us links to forum threads that didn't address our issue. When we asked about missing important features or bug fixes, they told us to buy something on the asset store.

3 comments

I'm sure you know this, but for anyone who is new to Unity, one thing that helps a tiny bit is to open the Edit/Project Settings/Editor panel and change the Asset Serialization Mode to Force Text. Then your .unity scene files and such will be text files instead of binary. Whenever I start a new Unity project I flip this setting right away and save the empty project with text assets as the first commit.

This won't solve the problem at all - the asset files are still fairly inscrutable and the slightest change in the editor can result in all kinds of seemingly unrelated changes - but at least you'll have text diffs instead of huge binary files in the repo.

Wow, that's horrible. So what do you recommend?
For a big team, either use Unreal or the in house engine.

I heard good things about Havok's game engine too, and their support is the best I've ever seen.

I'm not sure what you would classify as being a big team but you can definitely pay for dedicated support (and source code) should your organisation want to. Of course that comes at a cost significantly more than a couple of pro licenses.
Don't worry we had the whole package. They just simply didn't care.