I’m sorry you’ve had this issue. Please consider using industry-grade source control (rather than just collab) in order to guard and protect your hard-earned work.
Personally I use git because it is free and there are tons of tutorials out there to help you set it up.
Here’s how I use git in one of my games, Jetpack Kurt:
Yeah, what Praetor said is it… Debug.Log is your friend, and also since this is animation related, you can open up the Animator window when you expect the animations to go, and actually visually see where the state machine is, see which state it thinks it is in. You can combine this with Debug.Log() output at the locations where you set the animations to be what you think they should be, and that should lead you to some intel.
I highly recommend setting up git source control. It really plays ni…
Using fine-grained source control as you work to refine your engineering:
I don’t know how to decide when to break things up. I’m making a color-sorting game that has the following things (simplified): Colored boxes (can be moved around) A box dispenser (boxes exit from here at regular intervals and fall to the...
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Share/Sharing source code between projects:
I have found that bundling your own code into DLLs only serves to slow down your workflow. I base this on several years of experience dealing with other teams well-intentioned packaging mishaps. With games, it is almost always useful to reach into library code, make a temporary tweak to isolate a problem, and then revert it. With DLLs this is impossible, making workflow harder and more brittle.
I prefer to share source code at the C# level. That way I can reach into libraries trivially and inje…
Setting up the right .gitignore file:
I’ve been trying to push my project to an online git repository, but a particularly large program debug database file which I’ve traced to the il2cpp_cache folder in the project’s Library folder is preventing the push from going through. I’ve...
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