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Comment by antiuniverse

You're right that you can at least use Perforce as the underlying database, but "worked great" is subjective.

The concept of version control is much more integrated into the UX of the Unreal tools, with things like visual diff/merge support for assets built in.

Additionally, one of Unreal's killer features for scaling collaboration up with larger teams is the idea of editing a map in multiple distinct layers which are composed at runtime. This means you can have someone working on audio in the audio layer, someone working on collisions in the collision layer, someone working on lights in the lighting layer... all in parallel. If you tried that in Unity, all you'd end up with is a binary blob with a merge conflict, and n-1 people having wasted their time.

parent antiuniverse 11 years ago

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