# Best practice for using Unity integration with Github VC?

**URL:** https://qa.fmod.com/t/best-practice-for-using-unity-integration-with-github-vc/12875
**Category:** Unity
**Created:** [December 14, 2016, 6:28pm UTC](https://qa.fmod.com/t/best-practice-for-using-unity-integration-with-github-vc/12875 "2016-12-14T18:28:39Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![alliyfrauenpreis](https://avatars.discourse-cdn.com/v4/letter/a/e0b2c6/32.png) [@alliyfrauenpreis](https://qa.fmod.com/u/alliyfrauenpreis)
#### Post date: [December 14, 2016, 6:28pm UTC](https://qa.fmod.com/t/best-practice-for-using-unity-integration-with-github-vc/12875/1 "2016-12-14T18:28:39Z")

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I’m working on a project with 10+ designers and developers that utilizes the Unity integration. Is there a best practice for the installation of the FMOD integration into Unity with github commits & version control? I.E. what files should be committed to our master branch to ensure that everyone is able to run their Unity scenes with FMOD banks & events without errors, etc. We have tried committing all installed base FMOD files but this didn’t work for some developers when pulled down, and having each person install it locally is a mess.

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### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [December 14, 2016, 10:44pm UTC](https://qa.fmod.com/t/best-practice-for-using-unity-integration-with-github-vc/12875/2 "2016-12-14T22:44:16Z")

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Check out this: [https://www.fmod.org/documentation/#content/generated/engine\_new\_unity/sourcecontrol.html](https://www.fmod.org/documentation/#content/generated/engine_new_unity/sourcecontrol.html)
