Asset Server

Hello,

I am trying to set up an asset server which is doing fine right now. But I have a question regarding to it. I used MS Visual SourceSafe before trying Unity’s Asset Server for source control. One thing that I see in VSS but cannot find in Asset Server (I might be wrong) is that when, let’s say, coder A wants to edit file x.txt. Coder A checked out the file. The file is marked as “checked out”. Then at the same time coder B want to modify x.txt also. Coder B can’t do so because the file is marked “checked out”. This prevents two coders modify the same file at the same time.

Does Asset Server support this? Or I just miss something.

Thank you

Bent

What you’re talking about is exclusive checkout, and personally, I don’t really like it very much :wink: For textfiles that can easily be merged (automatically in almost all cases), I think exclusive checkout is just an annoyance…

It does make a lot of sense for binary files, though. I’d be interested in how the Asset Server handles binary files (should be exclusive checkout in my opinion), too :wink:

Btw, is my understanding correct, that the Asset Server itself can be downloaded and installed freely, but for using it, you need to get a license which is “added” to the Unity Pro license?

Jashan

Correct. It’s a US$499 license which can be added to the Unity Pro license. The server is licensed free of charge as long as it’s used with Unity Pro.

d.

So… does Asset Server support exclusive checkout?

No, not with the current version. This is a requested feature for a future Unity release, though, so it might be possible some day.

I used not to like exclusive checkouts for a number of reasons:

  • It does not replace actually communicating with other developers. You may need to explain exactly why you need an exclusive checkout.
  • Somebody might perform an exclusive checkout of the entire project and then go on a backpacking tour for three months without internet or phone access.
  • People will begin performing exclusive checkouts by default, even when it’s not required. Multiple script changes for instance can usually be merged quite easily, so an exclusive checkout on a script file might prevent someone else from doing an unrelated change or a bug fix in a script you have checked out.

But for binary assets and assets that for some reason are hard to merge, I do see use for exclusive checkouts. So the feature might show up in a distant version of Unity.