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Avaliações 36 Plastic SCM
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Plastic is very fast (but not in UE4) supports file locking, handles very large binary projects and is relatively inexpensive. We bought Plastic to enable source control for working with Unreal Engine. For that task, Plastic has been a big disappointment (see below). But for managing 3D graphics projects after our team went remote during Covid, Plastic has been fantastic. Plastic is unbelievably fast at scanning and syncing huge binary projects. The Glueon interface lets artists selectively sync only the parts of the project that they need to work with. Análise coletada por e hospedada no G2.com.
The UE4 plugin is unbelievably slow and unreliable. As I write this review, I have been waiting for over 30 minutes to rename 139 files using the UE4 plugin, most of that time the status is "Updating source control status..." Syncing projects from the plugin while in UE are very slow and usually crashes the editor. (In Perforce, syncs from the UE editor were fast.) We almost always use Glueon to push or pull changes from the repository. It's very fast, but we usually need to re-open the UE project every time. Basic file operations, like the rename I'm waiting for, are obscenely slow.
Our Plastic workspaces routinely disappear and need to be remade. This is usually quick, Plastic just scans the workspace folder, but causes potential issues with phantom file locks.
The GUIs are great, but weirdly there is no GUI for the admin tools. Need to manually unlock 12 files? You will have to list all locked file (100's...) find the GUID for each file and paste it into an unlock command-line one at a time...
Plastic frequently gets confused about files that have been moved and/or renamed. Sometimes Plastic interprets moves as moves, sometimes it interprets them as deletes and adds, and often it only gets part of it right and gives up.
Plastic's error messages are often obtuse and offer no real help for typical users.
I would recommend Plastic because it's affordable and usually reliable but it does not live up to it's promise, especially with UE4. Análise coletada por e hospedada no G2.com.
Eastic SCM is a cross-platform commercial distributed version control tool developed by Códice Software I Análise coletada por e hospedada no G2.com.
While woring on it i have reliazed its not very user friendly Análise coletada por e hospedada no G2.com.
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Possui um sistema de controle de versão robusto que é de longe o melhor da indústria, especialmente para projetos de desenvolvimento de jogos, pois eles têm arquivos realmente grandes que o Git não consegue otimizar. Seu recurso de resolução de ramificações também é um dos melhores. Análise coletada por e hospedada no G2.com.
É bastante complexo para o primeiro uso, e eu não o recomendaria para pequenos projetos e equipes, não há tutoriais suficientes disponíveis e a documentação pode ser bastante confusa para tópicos avançados. Análise coletada por e hospedada no G2.com.
I wonder how great Plastic SCM work with Unity Game Engine. The commits get updated within a fraction of seconds, the multiple branching feature, shelving my pending work, and switching to another branch swiftly! It's really industry standards. I would really recommend people seeking for an advice which VS to use, try this!!! Análise coletada por e hospedada no G2.com.
For newbies, it is a bit complicated to start with since it has multiple features. But trust me, for professionals, it's the best and top preferred. I'm stating that with my own experience. Análise coletada por e hospedada no G2.com.
É confiável e permite o versionamento de arquivos grandes facilmente, ao contrário do GIT; o Plastic faz seu trabalho e é o melhor nisso. Controle de versão no seu melhor, todos os recursos estão incluídos. Análise coletada por e hospedada no G2.com.
Nada que eu possa pensar, talvez uma integração um pouco mais fácil e tutoriais para ajudar os iniciantes. Análise coletada por e hospedada no G2.com.
PlasticSCM is easy to integrate into any software application, provides multiple branching features, shelving your pending work and switching to another branch quickly and without any hassle. I would really like to recommend PlasticSCM to all my peers for version controlling! Análise coletada por e hospedada no G2.com.
Nothing as such. Plastic really works wonders for version control! Análise coletada por e hospedada no G2.com.
Quick branch switch, shelving the pending changes, works wonders with Unity and makes the committing process 10x faster (compared to Unity Collab)!!!! Análise coletada por e hospedada no G2.com.
The initial setup process is a bit tedious and fussy. It might feel a little complicated if you switch from Unity Collab (which doesn't provide various options like Plastic SCM and is hence very simple to use). Análise coletada por e hospedada no G2.com.
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A mesclagem automática é fantástica, resolve a maioria dos conflitos sem qualquer interação. Além disso, adoro o recurso de prateleira, ele me poupa muito tempo porque, às vezes, não quero enviar minhas alterações porque estou em um ramo errado, então armazeno as alterações na prateleira, vou para o ramo correto e, então, posso aplicar essas alterações no ramo correto. A sincronização entre dois servidores Plastic funciona bem, mas às vezes falha (como digo abaixo). Usamos dois servidores porque temos duas fábricas de software, isso ajuda a ter uma cópia. Análise coletada por e hospedada no G2.com.
Bem... às vezes a mesclagem automática faz mesclagens erradas. Além disso, você não pode parar uma operação de mesclagem e tem que continuar até terminar todas as mesclagens. Seria ótimo se eu pudesse cancelar uma mesclagem e não modificar meus arquivos locais. Além disso, temos problemas com a sincronização entre dois servidores plásticos porque às vezes há uma "cabeça dupla" e não podemos sincronizar até resolvermos a "cabeça dupla". Análise coletada por e hospedada no G2.com.
The user interface can look pretty if you spend a long time housekeeping it. Their logo is also nice. Honestly, not many good things compared to alternatives.
The Explain Merge tool is a nice visual aid. It can handle big files fine with a tradeoff in project search performance. (just like many other version control systems out there, which makes me wonder why do they make this a selling point?) Análise coletada por e hospedada no G2.com.
The most common actions and features that you'd expect to use all the time are buried within menus and submenus. Working with teams, merging branches and doing code reviews.
Forget about pruning branches, they encourage keeping every single branch and commit within your project which becomes a convoluted spaghetti mess when trying to visualize and manage a serious project with more than one person. This causes the searches to take extremely long times and I've been forced to quit the software multiple times due to "lightning fast" search times that freeze it.
When trying to be picky when merging, plastic will force you to undo everything and start over again. Don't expect this software to help or make things easy for you. Make sure you have high levels of patience and tolerance for plastic. Análise coletada por e hospedada no G2.com.