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# Access remote projects
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1. In the Unity Hub v3 Beta, click **Open** > **Open Remote Project** to see the list of your Plastic SCM repositories that contain a Unity project.
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Note: In Unity Hub 2.4.4 and up, your Plastic SCM projects will be listed alongside Collaborate projects.
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2. Select the project and click **Next**.
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3. Select the Editor version and platform and click the **change version** button.
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4. Your local Plastic SCM workspace will be created for you. The latest version of the project will be downloaded and the Editor will open with the latest version of your Unity project.
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# Add integrations
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You can set up integrations for your Plastic SCM organization via your plasticscm.com Cloud Dashboard.
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The Cloud dashboard gives you access to your organizations. From here, you can configure **triggers** (equivalent to integrations).
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To configure a Slack notifications trigger:
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1. On an organization, click **Configure** > **Triggers**.
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2. Click **Add Trigger** > **Slack**.
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3. In **Destination**, add your Slack channel name.
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4. Select your trigger type and click **Save**.
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# Add team members
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To invite team members to contribute to your project:
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1. Click the settings menu (gear icon) and click Invite Members to Workspace.
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2. In the Plastic SCM cloud dashboard, click Add new user.
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You can also send invitations and add different permission types for each user.
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# Create projects
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To create projects after the upgrade:
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1. In Unity, open the Plastic SCM window and click on **Create Workspace**.
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Plastic SCM will suggest names for your repository (shared files and history) and workspace (your local copy).
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If you wish to use an existing Plastic SCM repository, click the three dots next to the repository name, and select a repository from the list.
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2. Select the type of workspace that fits your needs.
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* **Plastic workspace**
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With this workspace, you can work with branching and merging.
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* **Gluon workspace**
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This workspace tailored for artists allows you to pick the files you want to work on and check them back in without updating your whole workspace.
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3. Add asset files associated with your project.
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Plastic SCM will display the project files from the asset folder in the **Pending changes** tab. You can choose specific files to include or add all to the repository by selecting the files and clicking Checkin changes.
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Plastic SCM will automatically perform a check in for appropriate folders and files – such as package files and project settings – when it’s set up from the Unity Editor. You can view these in the **Changesets tab.**
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Once your initial asset check in is complete, you’re set up with Plastic SCM for Unity and ready to create.
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# Getting started with an existing Plastic SCM repository
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Suppose you want to start working on a Unity project in an existing Plastic SCM repository and already have a Plastic SCM account linked to your Unity ID. In that case, you will be able to open the project straight from the **Unity Hub**. A workspace will automatically be created for your project on your machine.
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1. In the Unity Hub v3 Beta, click **Open** > **Open remote project** to see the list of your Plastic SCM repositories that contain a Unity project.
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2. Click the project and click **Next**.
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3. Click the Editor version and platform and click the **change version** button.
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4. In the Editor pop-up, click the **Migrate** button to migrate your local workspace to a Plastic SCM workspace
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5. Once the migration is completed, click the **Open Plastic SCM** button.
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## Accessing the Plastic SCM Window
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You can access the **Plastic SCM** window in the Unity Editor by clicking **Window** > **Plastic SCM**.
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# Export Collaborate projects
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To export your Project as a zip file that you can import into Plastic SCM:
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1. Sign into the [Unity Developer Dashboard](https://developer.cloud.unity3d.com/).
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2. At the top of the screen, click on the project name to open the dropdown list. Search for the project you'd like to export, then click on it to load its dashboard.
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3. In the left navigation window, click **DevOps**. Scroll to the **Collaborate** section in the new navigation window when the new page loads, then click **Storage**.
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4. Under **Exporting a Project**, click **Start Export** in the main window.
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5. When the export is complete, click the **Download Export**. A zip file downloads onto your local machine.
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The zip file contains all versions of all files stored in the Project’s repository, ready for import into Plastic SCM.
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# Glossary
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## General terms
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#### Ignore file
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A special file used in many **Version Control** Systems which specifies files to be excluded from **version control**. In Unity projects, several files can be excluded from **version control**. Using an Ignore File is the best way to achieve this. See [Using external version control systems with Unity](https://docs.unity3d.com/Manual/ExternalVersionControlSystemSupport.html).
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#### Project
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In Unity, you use a project to design and develop a game. A project stores all of the files related to a game, such as the asset and **Scene** files. See [2D or 3D projects](https://docs.unity3d.com/Manual/2Dor3D.html).
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#### Version Control
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A system for managing file changes. You can use Unity in conjunction with most **version control** tools, including **Perforce** , Git, Mercurial, and PlasticSCM. See [Version Control](https://docs.unity3d.com/Manual/VersionControl.html).
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## Plastic SCM terms
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#### Checkin
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Checkin is the act of submitting changes to the repo. You must enter a comment in the text box before you can check in your changes.
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#### Developer Workflow
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Developers have access to the branch explorer directly from inside Unity and easily switch branches.
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#### Gluon Workflow
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Artists can take advantage of the Gluon visualized interface and workflow from inside Unity.
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#### Organization
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The organization handles different sets of repositories in the Cloud. Inside the organization, you can create as many repositories as you need.
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#### Workspace
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Your workspace interacts with the version control, where you download the files and make the required changes for each checkin.
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# Overview of features
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## Pending Changes
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The **Pending Changes** tab allows you to view all pending changes in your workspace. These changes are not checked into the repository. In this tab, you can select which files you want to check in, add a comment, and check in the changes.
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**Note** : You can check in a specific file using the Plastic SCM contextual menu in the project view or the **Checkin** button in the **Inspector** window.
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In the example below, the user adds a GameScene. They can check in the scene using the **Pending Changes** tab or the **Checkin** option in the contextual menu.
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## Incoming Changes
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The **Incoming Changes** tab allows you to view all incoming changes and conflicts and update your local project. Any changes made to your project prompts an "**Incoming changes**" notification at the top right of the Plastic SCM window.
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**Tip** : Check the **Incoming Changes** tab frequently to avoid facing future change conflicts in your team.
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## Project History
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Use the **Changesets** tab to view all changes made to your project as they occur chronologically, along with who made the changes and when. You can sort by columns and alter the chronological view of the story.
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Double-click any file in a changeset to go to the **File History** tab, and display every changeset. In the **File History view**, right-click on a change and click **Save the revision as…** to restore the file's former state. This is useful if you had previously deleted some logic that you now need.
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You can also view the changes made to a specific file in the **Project view** through a contextual menu, then revert to an earlier revision of the file.
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# More help
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To find more information on working with the Plastic SCM plug-in, see [Getting started with Plastic SCM](https://docs.unity3d.com/2022.1/Documentation/Manual/PlasticSCMPluginGettingStarted.html).
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You can also post and find questions related to Plastic SCM in the [Unity forum](https://forum.unity.com/forums/plastic-scm.605/).
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# Getting started with a new Plastic SCM repository
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**Note**: To start from an existing Plastic SCM repository, see [Getting started with an existing Plastic SCM repository](ExistingPlasticRepo.md).
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You can walk through a straightforward onboarding wizard when creating a repository for your Unity project. This new wizard will help you:
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* Set up your account and configure your repository for your Unity project, enabling you to sync to a Plastic SCM Cloud Edition repository.
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* Generate a standard ignore file that prevents unnecessary components of your Unity project from being checked in.
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* Automatically do the first check-in so that your repository is in sync with your local changes.
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1. Open your Unity project.
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2. To access the Plastic SCM window in the Unity Editor, click **Window** > **Plastic SCM**:
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3. In the Plastic SCM onboarding window, complete the steps to continue:
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Unity connects your project to your Plastic SCM Cloud repository; Plastic SCM automatically creates an ignore file in the workspace for Unity projects so it doesn't track files that shouldn't be part of the repository. It also creates a standard automatic checkin during the initial setup. So now you're all set to start using Plastic SCM!
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**Note**: Basic version control actions, such as viewing pending changes, checking in changes, and viewing changesets, don’t require a Plastic SCM Client install. However, if you want to use more advanced features, such as branching and diffing changeset, you will be prompted to download the Plastic SCM client (if you have not already done so):
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# Plastic SCM for Git users
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| **GIT**| **Plastic**| **Explanation**|
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|:--|:--|:--|
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| To Commit| To Check in| To Check in is to submit changes to the repo.|
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| Commit| Changeset| Each new change on the history of the repo, grouping several individual file and directory changes.|
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| Master| Main| When you create a repo in Plastic, there's always an "empty" branch. Plastic calls it Main.|
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| To checkout | To update| Downloading content to the workspace (working copy). This is called "update" because in Plastic, "checkout" has a different meaning.|
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|| Checkout| When you checkout a file in Plastic, you're telling Plastic you are going to modify the file.|
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|| Exclusive checkout or lock | This is locking a file so nobody can touch it. It’s only useful for non-mergeable files, like binaries, images, or art in a video game.|
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| Rebase|| Plastic handles branching differently than Git. In Plastic, a rebase is just a merge operation.|
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| Repository | Repository| Where the entire history of the project is stored.
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| Working copy | Workspace| In Git, you have the working copy and the repository in the exact location. You have a working copy and a .git hidden dir with the repository. In Plastic, this is slightly different since repositories and workspaces are separated. You can have several workspaces working with the same local repository.
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# Quick start guide
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The Version Control package will allow you to use Plastic SCM for Unity for your projects in the Unity Editor.
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Plastic SCM for Unity integrates Plastic SCM in Unity that will abstract version control complexity. It will also enable you to work collaboratively on more complex projects by providing additional VCS features such as branching, locking, merging, and a standalone GUI.
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The Version Control package follows the Unity support schedule. Currently, supported versions are:
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* 2021.1.15f1
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* 2021.2.0b6
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* 2022.1.0a4
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[Getting started with Plastic SCM for Unity](StartPlasticForUnity.md)
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# Connect Unity Cloud Build
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Unity Cloud Build is a [continuous integration](https://docs.unity3d.com/2022.2/Documentation/Manual/UnityCloudBuild.html#automated-build-generation) that automatically creates multiplatform builds in the Cloud in minutes. You can point Cloud Build toward your version control system to:
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* Automate new builds
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* Build faster
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* Catch problems earlier
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* Iterate on your builds more efficiently with agility.
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To get started, see [Pay as you go with Cloud Build](https://docs.unity3d.com/2022.2/Documentation/Manual/UnityCloudBuildMeteredBilling.html).
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# Getting started with Plastic SCM for Unity
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Plastic SCM for Unity will allow you to use Plastic SCM directly in Unity and is available via the Version Control package in the Unity Package Manager.
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Learn more about [Plastic SCM Cloud Edition](https://unity.com/products/plastic-scm).
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* To start with a new Plastic SCM repository for your project, see [Getting started with a New Plastic SCM repository](NewPlasticRepo.md).
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* To start from an existing Plastic SCM repository, see [Getting started with an existing Plastic SCM repository](ExistingPlasticRepo.md).
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[About version control](index.md)
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* [Quick start guide](QuickStartGuide.md)
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* [Create projects](CreateProjects.md)
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* [Access remote projects](AccessRemoteProjects.md)
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* [Add team members](AddMembers.md)
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* [Connect Cloud Build](ReconnectCB.md)
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* [Add integrations](AddIntegrations.md)
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* [Getting started with Plastic SCM for Unity](StartPlasticForUnity.md)
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* [Getting started with a new Plastic SCM repository](NewPlasticRepo.md)
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* [Getting started with an existing Plastic SCM repository](ExistingPlasticRepo.md)
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* [Main features](MainFeatures.md)
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* [Pending Changes](MainFeatures.md#pending-changes)
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* [Incoming Changes](MainFeatures.md#incoming-changes)
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* [Project History](MainFeatures.md#project-history)
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* [Plastic SCM for Git users](PlasticForGitUsers.md)
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* [Glossary](Glossary.md)
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* [General terms](Glossary.md#general-terms)
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* [Plastic SCM terms](Glossary.md#plastic-scm-terms
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* [More help](MoreHelp.md)
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BIN
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Library/PackageCache/com.unity.collab-proxy@1.17.7/Documentation~/images/InspectorWindow.png
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Library/PackageCache/com.unity.collab-proxy@1.17.7/Documentation~/images/InviteMembers.png
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Library/PackageCache/com.unity.collab-proxy@1.17.7/Documentation~/images/plasticHub.gif
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# About Version Control
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The Version Control package provides an in-editor interface for teams to work with Plastic SCM.
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## Plastic SCM
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Plastic SCM Plug-in for Unity is a free Unity plug-in that gives you the ability to use Plastic SCM, a leading version control solution, directly in Unity. Get started with [Plastic SCM](QuickStartGuide.md).
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