Speed up your release timelines
Unity Plastic SCM is a scalable, engine-agnostic version control and source code management tool for game development studios of all sizes. Designed to improve team collaboration and increase productivity, Plastic offers optimized workflows for artists and programmers, and superior speed working with large files and binaries.

Subnautica: Below Zero from Unknown Worlds
For programmers
Minimize conflicts and accelerate production with powerful branching and merging capabilities. Work centralized or distributed with a system built to handle large files and repos.
For artists
Created for more than just code, Plastic minimizes conflicts with locking to let you work independently in a separate workspace connected to your main project repo.
For Git users
Plastic SCM just works. Migration is simple, so you can work with big files out of the box and commit carefree. Everyone can use it – regardless of technical skill level.
For Perforce users
A solution that works for the whole team. Keep devs happy with robust branching and merging, plus the ability to work distributed while enabling simpler artist and non-dev workflows.
Version control integrations
Plastic SCM works with any engine and easily integrates into your DevOps toolchain. It plays well with tools for issue tracking, communication, collaboration, CI, IDEs, and more.








Games making it happen
Goodbye Volcano High
How does a worker-owned cooperative studio get both artists and engineers aligned on a production process? Read how KO_OP powered collaboration with Plastic SCM.
Return to Nangrim
Read how Sycoforge leveraged Unity tools to manage the growing scope of their project and integrate player feedback for rapid, iterative game development.
Subnautica
Find out why Unknown Worlds chose Unity and Plastic SCM to help bring Subnautica to life.
Frequently asked questions
No, you can combine Plastic with almost any other software in your stack to unlock a powerful VCS. However, the Plastic package for Unity makes using Plastic within the core engine extra intuitive.
To begin using Plastic, you need to sign up for the service using your Unity account. You can find a helpful guide for getting started in the Unity Editor or another engine here. If you have more questions before you get started, please feel free to contact us.
Plastic Cloud Edition is a hosted, multi-tenant, cloud-based server that organizations can use to store their Plastic repositories in the cloud.
Plastic Cloud Edition is version control for game development teams working with large repositories and files who only need a cloud server (and optional local cloned repos). You can push/pull (or directly check in) to a cloud server. Cloud Edition includes the Plastic SCM client and the cloud service.
You’ll need a Plastic Cloud Edition subscription to store your repositories in our hosted service.
No.
Yes, you can check in and merge directly to the cloud.
Yes, you can. You can also configure the files that will be locked on checkout from your Plastic Cloud organization’s dashboard.
You need 5.4.16.719 or higher. Our network API was updated and expanded for Unity Plastic SCM Cloud, so older versions will not work.
You push your data from your local Plastic SCM server to Plastic Cloud.
Plastic SCM can encrypt your code and data before uploading it to Plastic Cloud. When you request a new Plastic Cloud organization to host your repositories, you can set it as “encrypted.” This means that whenever you upload data to it, Plastic Cloud requires data encryption.
Plastic Cloud only allows SSL connections.
Plastic Cloud Edition includes a free tier with three free active users and 5 GB of storage. After the fourth user, you pay monthly per active user. If a user is not active during a month, you are not billed for that user that month. If you exceed 5 GB of storage, you pay for extra storage per team, not per user. See pricing for details.
Yes. For licensing purposes, we only count the number of active users, regardless of the number of devices used or the number of servers installed.
No. For licensing purposes, we only count the number of active users, regardless of the number of devices used or the number of servers installed.
No. A user is considered read-only when they do not perform write operations, such as a checkin.
Yes. You can activate and deactivate users any time you want. Unity Plastic SCM keeps the history of every user, active or deactivated. A user must be active to access the system.
- Support response in less than 24 hours by email
- Remote support connection to solve more complex problems
- Priority for code “hotfixes” from the development team
Learn more here.
A user is considered active when they do any of the following in a given month:
1. Write to a repository to:
- Checkin
- Do a code review
- Create an object like a label, changeset (push or checkin), branch, attribute or repo
2. Upload or download 5 MB of data.