UPDATE March 17, 2020: You can now read a summary about what were the main features launched during Plastic 8.0.


As every year, we jump to a new number, 9.0 this time. For all of you using subscriptions, it will be transparent.

UPDATE March 10, 2020: Edited the Install on macOS from tar.gz section. We updated the instructions for installing the Plastic SCM server .Net Core on macOS.
UPDATE March 2, 2020: We edited the Current limitations section because the Plastic SCM .NET Core Server includes WebAdmin, WebUI, and DevOps (mergebots) since release 8.0.16.4024.


Great news! We just published the Plastic SCM server built on .NET Core, the cross-platform, rock-solid, super-fast and officially supported framework.

The new servers are available for Linux, macOS, and Windows beginning with version 8.0.16.4017.

The new servers are fully compatible with your current installation, but as of 8.0.16.4017, they don't include WebAdmin, WebUI, and mergebots. We'll release a new version packaging these features soon. These features are available since version 8.0.16.4024.

The Linux servers are available as tar.gz and also regular packages.

Windows and macOS servers are only available as zip and tar.gz at this point. We'll make them full regular installers soon.

A few weeks ago, Git announced support for sparse checkouts and partial clones in beta. Since reading it, I have wanted to share my thoughts with you, so that you know we don't live in isolation of what Git does, and also, that we have an opinion about it. Hence, my intention is to share what we think these new features when compared to the current Plastic SCM functionalities that we already have in production.

In short:

  • The new Git features are about trying to avoid the mandatory local clones from growing too big by just cloning parts of the original repo.
  • In Plastic, this has been possible for a few years already but in an even more powerful way. On top of that, the clones are not even required if you decide to work centralized.

Why do you need a good ignore.conf?

Unity, like many other editors such as Visual Studio and Visual Studio Code, and many others, creates a wide variety of files that shouldn't be part of the repository. The ignore.conf file contains a list of rules that makes those files and directories not to be tracked by Plastic SCM.
The main advantages of a good ignore.conf are:
  • Smaller repository: Big assets are kept local; therefore, the repository size doesn't grow.
  • Avoid constant conflicts: Automatic files created by IDEs are changed continuously. If they are part of the repository, the users will face merge conflicts every time the IDE changes them locally.
UPDATE February 3, 2020: We updated the Restrictions and missing features section because some of them don't apply anymore.


The new Code Review is finally available for macOS starting on release 8.0.16.3859.

You can now request changes to code, ask questions, place regular comments and have full conversations (threaded if needed) about a particular section of code.

Yeah, ok, maybe I went too cinematographic with the title.

We are redesigning the GUIs for the upcoming Plastic 9.

We'd like to share with you what we have and get some very early feedback, to ensure the improvements really make sense.

What's your first impression? Anything you miss? Do you like it overall?

Many more screenshots inside 😉

A few releases ago, we published a bunch of improvements related to the Plastic Proxy. These updates are about monitoring space and cleaning cache up on disk. This helps you manage your Proxy behavior.

Let's see in detail all these improvements.