PlayCanvas are in the process making it a lot easier to work in larger teams. I don’t know when it will be finished but it may be worth emailing them since you have a large project planned.
Right now, it’s pretty ideal for smaller teams (1 developer, 1 or so artists etc) and doesn’t scale easily. Only whydoidoit has engineered a way unofficially working in a developer’s traditional workflow. I don’t know if it still works: TEMPLATE: ES6 | Version Control | NPM | PlayCanvas
Several ways I can advise with:
- Don’t use the editor beyond converting and exporting models, materials and textures. Use the engine directly without the editor and write your own scene editor/parser.
- Or go heavy on the communication. Have a trunk project on the PlayCanvas service that no-one works directly on, fork it when working on features, once the feature is done, ‘lock’ (via communication) the trunk and clone the changes to it. Keep the changes as small as possible and ‘merge’ often. Effectively abuse the fork.
- In terms of version control, if you have the ORG plan, I’ve used the REST API to export the project and commit to source control. I’ve got a Python script that does both the export and the build and gets it ready to commit.
None of this is ideal and at best are workarounds.
How big is the team and the purposed project?