Effective version control and team collaboration are critical for XR development due to large binary assets and complex scene dependencies. Here’s a comprehensive guide tailored for VR/AR/MR teams:
1. XR-Specific Version Control Strategies
A. Asset Management
File Type | Recommended Approach | Tool Example |
---|---|---|
3D Models (.fbx) | Git LFS (Large File Storage) | Git + Git LFS |
Textures (.png/.tga) | Per-platform variants in VFS | Plastic SCM/VFS |
Scenes (.unity/.umap) | Split into modular sub-scenes | Unity Scene Manager |
Blueprints | Text-based serialization | Unreal Git DDC |
B. Optimal Repository Structure
project_root/
├── Assets/
│ ├── 3D/ # Git LFS tracked
│ ├── Materials/ # Small files
│ └── Scenes/ # Modular scene chunks
├── ProjectSettings/ # Critical for consistency
├── Packages/ # UPM/manifest.json
└── Docs/
└── XR_Design_Spec.md # Living documentation
2. Collaboration Workflows
A. Scene Editing Patterns
graph TB
subgraph "Unity Scene Workflow"
A[Main Scene] --> B[Environment Subscene]
A --> C[Lighting Subscene]
A --> D[UI Subscene]
end
subgraph "Team Access"
Dev1 -->|Edits| B
Dev2 -->|Edits| C
Artist -->|Edits| D
end
B. Merge Conflict Resolution
- For binary assets: Use “theirs” strategy for art files
- For scene files:
# Unity YAML merge tool
git config merge.unityyamlmerge.name "Unity YAML merge"
git config merge.unityyamlmerge.driver "unityyamlmerge merge -h -p %O %B %A %A"
3. Specialized Tools for XR Teams
A. XR-Optimized Solutions
Tool | XR-Specific Features | Best For |
---|---|---|
Plastic SCM | Gluon for artists, lock binary files | Large asset teams |
Perforce Helix | Handle millions of files efficiently | Enterprise XR studios |
Git LFS + Fork | Visual merge for prefabs | Small indie teams |
B. Real-Time Collaboration
- Unity Scene Sync: Live link editing sessions
- Unreal Multi-User Editing: Simultaneous level design
- NVIDIA Omniverse: USD-based real-time sync
4. Handling Large XR Assets
A. Asset Pipeline Optimization
# Pre-commit hook for asset optimization
import os
from PIL import Image
def optimize_textures():
for root, _, files in os.walk("Assets/Textures"):
for file in files:
if file.endswith(('.png','.jpg')):
img = Image.open(os.path.join(root, file))
img = img.convert('RGB').quantize()
img.save(os.path.join(root, file), optimize=True)
B. Smart Storage Techniques
- Texture Atlases: Combine multiple textures
- Asset Bundles: Platform-specific delivery
- Delta Compression: For frequent asset updates
5. Documentation Standards
A. XR-Specific Docs
## Interaction Spec
### Grab Mechanics
- **Rigidbody Settings**:
- Mass: 1.5kg (real-world equivalent)
- Drag: 0.5
- **Haptic Feedback**:
- OnGrab: 0.3s pulse at 80% intensity
B. Automated Docs Generation
// Unity DocFX integration
[XRInteractionDocumentation(
Category = "Locomotion",
Description = "Teleportation with parabolic arc")]
public class XRTeleport : MonoBehaviour { ... }
6. CI/CD for XR Projects
A. Automated Testing Pipeline
# GitLab CI example
stages:
- build
- xr_test
quest_build:
stage: build
script:
- unity -buildTarget Android -executeMethod BuildPipeline.BuildQuest
vr_perf_test:
stage: xr_test
script:
- adb shell am start -n com.Company.App/com.unity3d.xr.TestRunner
- python parse_frametimes.py
B. Platform-Specific Builds
#!/bin/bash
# Build switcher for different HMDs
case $1 in
"quest")
unity -buildTarget Android -xrPlatform Oculus
;;
"vive")
unity -buildTarget Win64 -xrPlatform OpenVR
;;
esac
Key Recommendations
- Asset Strategy: 1GB repo → Use Git LFS, 10GB+ → Use Plastic/Perforce
- Scene Architecture: Divide into functional sub-scenes (max 200MB each)
- Merge Safety: Implement pre-commit validation hooks
- Documentation: Maintain VR interaction specs separate from code docs
- CI/CD: Include XR-specific tests (FPS validation, interaction checks)
Emerging Solutions:
- USD-based versioning (Omniverse, Pixar)
- Blockchain for asset provenance (NFT-style tracking)
- AI-assisted conflict resolution (Auto-merge prefabs)