By default, Gluon groups changesets by the Creation Date. It's neat—that way you have your changesets grouped in friendly time frames ("yesterday", "last week"...).

But, the changesets view supports even more advance grouping and filtering. Let me show you!

Command Line tools are always a challenge. We decided to simplify and make Plastic's CLI more intuitive and user-friendly and at the same time keep consistency of commands and functionality across the product's different GUIs. You shouldn't be scratching your head to a) know how a command expression is built or b) find specific help.

The main lines of action were the following:

  • Human readable command input and output
  • Enhanced discoverability and help
  • Command expression consistency

Following these principles, we decided to move on and continue upgrading our CLI like crazy lately.

By the end of the first day, I had lost my voice, we hadn't had any food since 4 in the morning and our backs and legs were aching. We did not stop talking to people interested in version control for games, large asset exchange and huge repo management among other things. Also, our t-shirt printer was a complete success and our designs were highly appreciated (post your picture and mention us!) by everyone that was lucky enough to get on of the 400 t-shirts we gave away.

It seems clear to us that game development and especially game design is growing in complexity year after year. It is our duty as tool developers to provide illustrators, animators, level designers and anyone that work with binary or non-source code assets, with the best tools possible. And so, we strive for that. That is precisely why we are grateful to everyone that swung by the booth to talk about your pains, frictions and problems in your current stack and pipelines.

Many clients came over too to meet us personally or just say hi. We are proud of the community we are building and we would like to thank each one of you personally anytime we meet, so don't hesitate if you stumble upon our booth in any event; it's even probable that we'll take you out for drinks 😉 That's the Spanish way! Listen to some of our customers explain why they chose Plastic SCM:

UPDATE May 8, 2019: We edited the blogpost to include a Pablo's interview at "The New Stack".


What does an elite software development organization look like in 2019?

We all would like to rank our practices to figure out where we are compared to other similar organizations. But it is not that easy because we normally enter into a subjective field instead of a quantitative one.

No more, thanks to "Accelerate State of DevOps Report". It contains enough data to help you find out if you are part of the elite.

We reduced the average time each task took from the Open stage to the Released stage from 7.52 days to 3.66 by moving from Scrum to Kanban.

Here is how we achieved it.

Of course, don't expect silver bullets. We just focused more on team work and less on individual plans.

Do you need to move your on-premise repositories to Plastic Cloud? This may happen if you run a Team Edition server in your office and want to go to Cloud Edition or simply backup your repos to a Cloud Extension. If that's the case, keep reading.

This blog post explains how to build your Unity project stored inside a Plastic Cloud Edition repository.

Unity Cloud Build does not provide native support to download code from Plastic, but it is possible to take advantage of the Plastic ability to synchronize with Git to solve the problem.

We explain how to use GitLab as an intermediate storage for Plastic repos so that Unity Cloud Build can access them.