Technical

Sharing Large Unity & Unreal Assets Between Team Members

Game engine assets get big fast — 3D models, textures, audio files. Here's how to share them without bloating your Git repo or paying for cloud storage.

Anyone who's worked on a game project knows the pain: your Git repo balloons to 50GB because of assets, Git LFS costs start adding up, and downloading the project takes forever for new team members. There has to be a better way.

The Asset Problem in Game Development

Game projects generate massive amounts of binary data:

Asset TypeTypical SizeWhy It's Big
3D Models (FBX)10-500MB eachHigh-poly with textures embedded
Texture Sets (4K)50-200MB per materialAlbedo + Normal + Roughness + etc.
Audio (WAV/AIFF)10-100MB per trackUncompressed for quality
Animations5-50MB eachMotion capture data
Asset Store packages100MB-10GBComplete asset packs

A modest 3D game easily hits 20-50GB of source assets. AAA projects can reach hundreds of gigabytes.

Common Approaches (And Their Problems)

Git LFS

Git Large File Storage is the standard solution, but:

  • GitHub charges $5/month per 50GB data pack
  • Bandwidth limits add up with frequent pulls
  • Cloning still requires downloading everything
  • Large files make operations slow

Shared Cloud Storage (Dropbox/Drive)

  • Files get out of sync easily
  • No good integration with game engines
  • Storage limits apply
  • Slow sync for large files

Perforce (P4V)

  • Industry standard for AAA studios
  • Expensive licensing
  • Complex setup and administration
  • Overkill for small teams

A Different Approach: Keep Code and Assets Separate

Instead of forcing large assets through Git, separate your workflow:

In Git

  • • Source code
  • • Scenes and prefabs
  • • Scriptable objects
  • • Small config files
  • • .meta files (Unity)

Via P2P Transfer

  • • 3D models and textures
  • • Audio files
  • • Video files
  • • Asset store packages
  • • Builds and exports

This keeps your Git repo small and fast, while large assets transfer directly between team members without cloud costs.

Unity-Specific Workflow

Sharing .unitypackage Files

Unity packages are great for sharing groups of assets:

  1. Select assets in Project window
  2. Right-click → Export Package
  3. Create a Handrive share for the package
  4. Team members import via Assets → Import Package

Project Structure for Asset Separation

MyGame/
├── Assets/
│   ├── Scripts/          ← Git tracked
│   ├── Scenes/           ← Git tracked
│   ├── Prefabs/          ← Git tracked
│   ├── Art/              ← .gitignore, sync via P2P
│   ├── Audio/            ← .gitignore, sync via P2P
│   └── ThirdParty/       ← .gitignore, sync via P2P
├── Packages/             ← Git tracked
└── ProjectSettings/      ← Git tracked

Maintaining .meta Files

Unity uses .meta files for asset GUIDs. When sharing assets:

  • Always include .meta files with assets
  • One person creates new assets (establishes GUIDs)
  • Others receive assets with their .meta files intact
  • No duplicate GUID conflicts

Unreal-Specific Workflow

Sharing Content Folders

Unreal's content structure makes folder-based sharing natural:

  1. Organize assets by feature or type in Content/
  2. Share specific content folders via P2P
  3. Recipients place folders in their Content/ directory
  4. Unreal auto-imports on project open

Cooked vs Uncooked Assets

For runtime-ready assets, share cooked .pak files:

  • Faster for playtest builds
  • Smaller than source assets
  • Platform-specific (Windows, Mac, etc.)

Practical Team Workflow

Daily Development

  1. Artists work locally — Create and iterate on assets
  2. Ready assets go to shared folder — Designated "blessed" assets directory
  3. Handrive syncs to team — P2P transfer to other team members
  4. Programmers integrate — Pull assets when ready, wire up in code

New Team Member Onboarding

  1. Clone Git repo (fast — code only)
  2. Get Handrive share code from team lead
  3. Pull asset folder (happens in background)
  4. Open project — everything's there

File Types That Transfer Well

.unitypackage.pak.fbx.blend.psd.tga.wav.ogg.hdr.exr.uasset.umap

Version Control for Assets

Without Git tracking assets, how do you handle versions?

  • Dated folders — Assets_2026-02-23/
  • Version suffixes — Character_v3.fbx
  • Changelog file — Simple text log of what changed
  • Screenshot diffs — Before/after renders for visual assets

For most indie teams, explicit versioning is overkill — you're iterating fast, and last week's asset rarely matters.

Getting Started

  1. Reorganize your project — Separate code from large assets
  2. Update .gitignore — Exclude asset folders
  3. Set up Handrive share — Point to your assets folder
  4. Share the code — Team gets share code alongside Git URL

Your Git operations get faster, cloud storage costs drop to zero, and new team members can actually clone your project without waiting an hour.


Ready to streamline asset sharing?

Download Handrive and transfer game assets without cloud fees.

Download Handrive