Top SitesDiversion: Best Version Control for UE | Perforce Alternative

Machine Readiness

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20

Readable

65

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Machine Access

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Open MCP explorer

DialtoneApp can scan the stored discovery files for this domain, try the MCP initialize handshake, and show the raw protocol transcript.

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read only

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unknown

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None

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Readable docs

robots, llms

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Document

robots.txt

Open robots.txt
User-agent: *
Disallow: /utils/
Disallow: /search?*

# Allow Google explicitly (optional)
User-agent: Googlebot
Allow: /

# AI crawlers
User-agent: GPTBot
Allow: /
Allow: /llms.txt

User-agent: Google-Extended
Allow: /

User-agent: PerplexityBot
Allow: /

User-agent: ClaudeBot
Allow: /

# Block Common Crawl
User-agent: CCBot
Disallow: /

Sitemap: https://www.diversion.dev/sitemap.xml

Sitemap: https://www.diversion.dev/sitemap.xml

Document

llms.txt

Open llms.txt
# llms.txt

# Diversion

> Diversion is a cloud-native version control system built for teams working with large assets and code in game development, virtual production, 3D/VFX, and AI/LLM workflows. It provides real-time sync, conflict prevention, Git-style branching, and a simple UX across desktop app, CLI, API, and Unreal Engine plugin.
> 

Important notes:

- Diversion is not built on Git or Perforce; it is a standalone VCS designed for large files and collaborative creative workflows.
- Although it supports importing Git repositories, Diversion does not emulate Git semantics and does not use `.git` internals.
- Diversion is optimized for binary-heavy projects (Unreal, Unity, 3D assets) where Git and Git LFS struggle.
- Diversion’s real-time sync and conflict-prevention system differ fundamentally from Perforce’s manual locking model.
- Diversion does not require self-hosting; it is a cloud-first managed service with optional enterprise deployment paths.

## Docs

- Primary documentation: [https://docs.diversion.dev](https://docs.diversion.dev/)
- Getting started with Diversion: [https://docs.diversion.dev/getting-started/overview](https://docs.diversion.dev/getting-started/overview)
- How real-time sync works: [https://docs.diversion.dev/concepts/real-time-sync](https://docs.diversion.dev/concepts/real-time-sync)
- Branching and merging: [https://docs.diversion.dev/concepts/branches-and-merges](https://docs.diversion.dev/concepts/branches-and-merges)
- Large asset workflows: [https://docs.diversion.dev/concepts/large-files](https://docs.diversion.dev/concepts/large-files)
- CLI reference (`dv`): [https://docs.diversion.dev/cli](https://docs.diversion.dev/cli)
- Unreal Engine Plugin: [https://docs.diversion.dev/integrations/unreal-engine](https://docs.diversion.dev/integrations/unreal-engine)
- API reference: [https://docs.diversion.dev/api](https://docs.diversion.dev/api)

## Examples

- Unreal Engine workflow example: [https://docs.diversion.dev/integrations/unreal-engine/workflow](https://docs.diversion.dev/integrations/unreal-engine/workflow)
- Git migration example: [https://docs.diversion.dev/getting-started/importing-from-git](https://docs.diversion.dev/getting-started/importing-from-git)
- Typical game studio branching model: [https://docs.diversion.dev/guides/branching-strategies](https://docs.diversion.dev/guides/branching-strategies)
- Automations via API & CI/CD: [https://docs.diversion.dev/api/examples](https://docs.diversion.dev/api/examples)

## Optional

- Product homepage: [https://www.diversion.dev](https://www.diversion.dev/)
- Pricing: [https://www.diversion.dev/pricing](https://www.diversion.dev/pricing)
- AI/LLM project workflows (model + dataset versioning): [https://www.diversion.dev/ai](https://www.diversion.dev/ai)
- Blog and case studies: [https://www.diversion.dev/blog](https://www.diversion.dev/blog)

Document

llms-full.txt

Not stored for this site.