Branchwork, or why a scene diff shouldn' ...

Branchwork, or why a scene diff shouldn't be a wall of YAML

Oct 23, 2026

Branchwork for Git is out on the Unity Asset Store.

It's a Git client that lives inside the Unity Editor. Your history, your changes and your branches sit in a dockable window, so you commit, pull and push without switching apps.

What it does differently from a generic Git client:

  • A scene or prefab change is shown as the GameObjects, components and values that changed, not hundreds of lines of YAML.

  • Unity's Smart Merge is set up in one click, so two people can edit the same scene.

  • Scenes and prefabs can be locked through Git LFS, so nobody saves over your work.

  • Before each commit it catches what breaks a project on the other machines: missing .meta files, unsaved scenes, large files that belong in LFS.

  • And you can undo what you didn't mean to do.

It uses the git already installed on your computer, so your credentials, hooks and LFS keep working. Editor-only, no account, no analytics.

It's -50% for the launch, 4 days left:

https://assetstore.unity.com/packages/tools/version-control/branchwork-for-git-407958

Docs: https://nekuzaky.com/docs/branchwork

Thank you to everyone who supports me here, you're the reason these tools get finished.

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