Git
Unity3D
source control
version control
game development

How to use Git for Unity3D source control?

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Introduction

Git works well with Unity projects if the project is configured for text-based assets and the repository ignores Unity's generated folders. The bad experiences people report usually come from committing the wrong directories, omitting .meta files, or trying to merge binary scenes without the right setup.

Configure Unity Before You Commit Anything

Two Unity settings matter immediately:

  • Asset Serialization Mode: Force Text
  • Version Control Mode: Visible Meta Files

These settings make scenes, prefabs, and many other assets diffable, and they ensure Unity keeps stable .meta files that Git can track.

Without visible meta files, references inside the project can break when teammates move or rename assets.

Track the Right Folders

A typical Unity repository keeps these top-level folders under version control:

  • 'Assets/'
  • 'Packages/'
  • 'ProjectSettings/'

It usually ignores generated directories such as:

  • 'Library/'
  • 'Temp/'
  • 'Logs/'
  • 'Obj/'
  • 'Build/'
  • 'UserSettings/'

A minimal .gitignore looks like this:

gitignore
1/Library/
2/Temp/
3/Logs/
4/Obj/
5/Build/
6/UserSettings/
7*.csproj
8*.sln

Do not ignore .meta files. Unity relies on them to keep asset GUIDs stable.

Initialize the Repository

From the Unity project root:

bash
git init
git add .
git commit -m "Initial Unity project"

Then connect a remote if needed:

bash
git remote add origin [email protected]:your-org/your-game.git
git push -u origin main

At this point the project should clone cleanly on another machine, with Unity regenerating the ignored folders automatically.

Use Git LFS for Large Binary Assets

Game projects often include files that are poor candidates for normal Git history, such as large textures, audio, videos, and binary source art. Git LFS keeps those assets manageable.

bash
1git lfs install
2git lfs track "*.psd" "*.blend" "*.wav" "*.mp4"
3git add .gitattributes
4git commit -m "Track large binary assets with Git LFS"

Without LFS, repositories with many binary assets become slow to clone and painful to store.

Reduce Merge Pain in Scenes and Prefabs

Even with text serialization, Unity scene and prefab merges can be messy. Smaller scenes, prefab-driven workflows, and frequent commits reduce the damage.

A practical team rule is:

  • avoid many people editing the same scene at once
  • split content into smaller additive scenes where possible
  • commit focused changes instead of giant "everything changed" batches

Git is capable, but project structure matters just as much as tooling.

A Healthy Daily Workflow

For day-to-day work, the process is normal Git:

bash
1git checkout -b feature/inventory-ui
2git add Assets/ Packages/ ProjectSettings/
3git commit -m "Add inventory UI"
4git push -u origin feature/inventory-ui

Short-lived branches and code review still work well in Unity projects. The main difference is that asset conflicts deserve extra caution because they are harder to merge than code.

Common Pitfalls

The biggest pitfall is forgetting to commit .meta files. That can break asset references for everyone else on the project.

Another common mistake is committing the Library folder. It makes the repository huge and stores generated data that Unity can recreate locally.

Teams also run into trouble when they keep binary assets in normal Git history instead of Git LFS. The repository grows fast, and every clone becomes expensive.

Finally, setting Unity to binary serialization makes scene and prefab diffs much harder to review and merge. Use text serialization unless you have a very unusual reason not to.

Summary

  • Use Git with Unity by enabling Force Text asset serialization and visible .meta files.
  • Track Assets, Packages, and ProjectSettings, but ignore generated folders such as Library.
  • Keep .meta files under version control because Unity uses them for stable asset references.
  • Use Git LFS for large binary assets such as source art, audio, and video.
  • Structure scenes and branches to reduce merge conflicts before they happen.

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