Success Stories

Interview with

Duncan Mc Roberts - Director Software Development
Paul Riggs - IT Director, Corporate Strategy Advisor
Duncan Mc Roberts - Meta Company - San Mateo CA
Plastic SCM manages art assets particularly well. The speed of pulling and pushing sizable repos is impressive, and the system is considerably faster than our previous solution. The UI is intuitive for both developers and artists, allowing them to work together effectively.

Meta company

Meta Company builds cutting edge augmented reality (AR) glasses and the tools to develop AR applications. Meta began as a KickStarter project, raising over double the target amount during our campaign. This funding enabled us to build many prototypes, demos and proof of concepts. This in turn allowed us to raise $23M in our series A fundraising round. We released our first product, the Meta1, in December 2014. Since then we have grown substantially, raising $50M in Series B, and expanding to over 100 full-time employees.

We continue to grow rapidly, and are about to release our second product, the Meta2. This product is far superior to the Meta1 and will allow developers all around the world to start developing AR applications. AR is set to change the way the world does computing.


  • Agile & Flexible Development (Scrum): we employ agile (scrum) methodologies for all software teams. We need to iterate quickly as there are many unknowns and unsolved problems in AR. Agile allows us to be flexible and respond to customer requests rapidly.
  • Working with large binary assets: We deal with a large amount of 3D content. We need a solution that manages code and large binary assets seamlessly.
  • Unity Game Engine: Our SDK is built around Unity Game Engine. We provide a number of scripts and drag-and-drop components that allow developers to easily create AR experiences. We design and create content using a variety of commercial and open source tools. Unity is the integration point of this content.
  • C++ and C#: Our SDK core functionality is written in C++. This functionality is exposed in Unity through C# scripts.
  • Source control: We employ a number of source control solutions, and many different repositories. Plastic SCM is best for repos that need to contain a large number of art assets.

Why Plastic SCM?

  • Manage large binary repositories: The main reason we started using Plastic was to manage repositories that need to contain a large number or art assets. We have had various issues with other source control solution when working with large repos. Plastic was designed specifically to deal with this type of scenario. Plastic is much faster and more reliable for projects that contain content such as 3D models, audio, video, and images.
  • Make our teams more productive: Plastic is fast and reliable with large repos containing art content, making our dev and creative teams more productive. The speed of pulling and pushing large repos is impressive. It is much faster than our previous system. Developers and artists can work effectively together in the same repositories.
  • Easy to use: The UI is very good, giving an extremely useful graph view of the branching structure. Plastic SCM also provides a powerful command-line interface.
  • Use for developers & artists: Since Plastic SCM manages art assets well, developers and artists can work together in a single repo. The UI is intuitive for both developers and artists. The command-line interface provides an additional way of interacting with repositories.

Advice for those using or evaluating Plastic SCM

It is great for large repos containing art assets and code. We enjoy the UI and command line options, and can follow a similar workflow to GIT based systems. Plastic SCM integrates well with our continuous integration system. Xlinks allow us to easily configure dependencies between repos, and enable us to keep projects modular.