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:
Do not ignore .meta files. Unity relies on them to keep asset GUIDs stable.
Initialize the Repository
From the Unity project root:
Then connect a remote if needed:
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.
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:
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 Textasset serialization and visible.metafiles. - Track
Assets,Packages, andProjectSettings, but ignore generated folders such asLibrary. - Keep
.metafiles 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.
Related reading
- How to use Git properly with Xcode?
- How to use Git Revert
- How to use git to get just the latest revision of a project?
- How to use Git's default commit message when resolving merge conflicts?
- How to use Merge layer concat function on Keras 2.0.0?
- How to use Rabbit inside a gitlab-ci.yml file?
- How to use submodules publicly, but symlinks to a single clone locally?
- How to version control a source code which communicates with database?
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