Asset server iPhone project with different clients

Will the asset server handle an iPhone project being worked on by an iPhone version of unity and a 2.5 windows version?

I believe that the asset server will handle things well enough as it’s just managing the assets without compiling anything. There may be problems though when the 2.5 user pulls code from the iPhone user that uses iPhone specific functionality and thus causes script errors (or vice versa of course). Also for now you’ll have to worry about textures imported into Unity iPhone as 2.5 doesn’t have PVRTC compression. I’d caution against this, or at least proceed at your own risk with a full project backup at the ready.

Anyone out there tried this?

Sounds like I’d have the same problems I do now trading packages with him, but I handle those problems with scripts.

Would be neat if each unity version optionally maintained it’s own import settings.

Do you guys do the 30 day trial thing with the asset server too? Might give it a try… it could still end up saving me dealing with all the packages

You bet, drop a line to sales@unity3d.com and they’ll hook you up!

Ok, I set this up, with one windows client running 2.5, and an iphone client on my mac.

I have a script that changes the compression settings to DXT5 for textures and OggVorbis for audio, which I run prior to commiting my changes from the iPhone side. This seems to import ok into the 2.5 side.

However, it also wants to import project settings, which causes the clients to want to upgrade their projects each time. Is there a way I can specify that I just want the assets synced?

It would also be nice if there were some kind of hook that would allow me to run my import settings conversion automatically before a commit. Is such a thing possible?

On committing, you can untick the project configuration on syncing, then they won’t be updated on the server and won’t be downloaded on the other end.

you could even remove it completely so it won’t be enforced to either side any longer.