[BUG] Plastic SCM Deleting Addressables & Removing Files.

I have quite a few MP3 files in a project. On Linux they seem to constantly get Added & Removed, its also caused issues like the file being removed from Addressables list (Unity Package).

We think the issue is pushing from Windows and pulling from linux, we would end up with a huge list of deleted items, but they actually havnt been deleted, they just show back up as Private and are no longer Addressables.

Example today i pulled from Plastic Remote Repo, my college had pushed a couple small changes. As soon as i pulled i get this show up in Plastic SCM (Ubuntu 22.04).


Them files where all Addressables and are no longer marked as addressable as you can see in the bottom picture. Been building this app for almost 2 years and im a week away from release, but this is causing major issues for the dev team.

I have also made this post on the plastic SCM forums a while a go to no response.

https://forum.plasticscm.com/topic/23592-bug-plastic-deleting-addressables-removing-files/

Perhaps something is triggering Plastic to think they need an update. Could even be some operating system level function that touches MP3 files.

I know you're almost done but do consider switching to proper industrial-grade enterprise-qualified source control in order to guard and protect your hard-earned work.

Personally I use git (completely outside of Unity) because it is free and there are tons of tutorials out there to help you set it up as well as free places to host your repo (BitBucket, Github, Gitlab, etc.).

You can also push git repositories to other drives: thumb drives, USB drives, network drives, etc., effectively putting a complete copy of the repository there.

As far as configuring Unity to play nice with git, keep this in mind:

https://discussions.unity.com/t/736093/3

Here's how I use git in one of my games, Jetpack Kurt:

https://discussions.unity.com/t/807568/3

Using fine-grained source control as you work to refine your engineering:

https://discussions.unity.com/t/826718/2

Share/Sharing source code between projects:

https://discussions.unity.com/t/719810/2

Setting up an appropriate .gitignore file for Unity3D:

https://discussions.unity.com/t/834885/5

Generally setting Unity up (includes above .gitignore concepts):

https://thoughtbot.com/blog/how-to-git-with-unity

It is only simple economics that you must expend as much effort into backing it up as you feel the work is worth in the first place. Digital storage is so unbelievably cheap today that you can buy gigabytes of flash drive storage for about the price of a cup of coffee. It's simply ridiculous not to back up.

"Use source control or you will be really sad sooner or later." - StarManta on the Unity3D forum boards

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What does your ignore.conf look like? Is it committed to the repository?

I also personally would not recommend Git for Unity development, unless you're going at it alone. Git was not made to handle large binary files like mp3 files. Yes, Git LFS exists, but it's a bandaid solution that is, in my experience, more trouble than it's worth, especially when working with people who are not source control experts. This is exactly where PlasticSCM shines, and I've been using it successfully for a while now.

PlasticSCM far from shines, we all been using GIT for 10 + years, in all that time we have never lost commits and work, PlasticSCM has done with as little as 2 people working on a project. To say it shines when its one of the least used Version Control solutions is a bit far fetched.

The software can be quite buggy, doing little things like renaming a folder will cause unexpected results (some of the contents in the file will get remove and re-added whilst others just moved locally.). This is on the latest version.

Put it this way the collaboration feature was way more robust than this, we never had a single issue with it. It just worked and didnt bork projects.

[quote=“markmozza”, post:4, topic: 893798]
PlasticSCM far from shines, we all been using GIT for 10 + years, in all that time we have never lost commits and work, PlasticSCM has done with as little as 2 people working on a project. To say it shines when its one of the least used Version Control solutions is a bit far fetched.

The software can be quite buggy, doing little things like renaming a folder will cause unexpected results (some of the contents in the file will get remove and re-added whilst others just moved locally.). This is on the latest version.

Put it this way the collaboration feature was way more robust than this, we never had a single issue with it. It just worked and didnt bork projects.
[/quote]

I guess both our experiences are anecdotal, but Git has caused way more problems for me in the past than PlasticSCM when working with Unity projects. And the fact that Plastic handles large repositories with a large number of binary files much better than Git while also being more user friendly, especially for non-technical users, is, in my opinion, indisputable.
I’ve never used the new Unity integration for PlasticSCM though (i think it’s completely unnecessary), so maybe that’s what’s causing your grief.

[quote=“tomfulghum”, post:5, topic: 893798]
I guess both our experiences are anecdotal, but Git has caused way more problems for me in the past than PlasticSCM when working with Unity projects. And the fact that Plastic handles large repositories with a large number of binary files much better than Git while also being more user friendly, especially for non-technical users, is, in my opinion, indisputable.
I’ve never used the new Unity integration for PlasticSCM though (i think it’s completely unnecessary), so maybe that’s what’s causing your grief.
[/quote]

Actually you might be on to something there, since ive used plastic GUI (Downloaded not Unity UI). Most of the issues we had have gone away (We was using both before but mostly the built in Unity UI version), if Plastic pops up in Unity we closed it and use the full GUI. Since then nothing bad has happened. Before this we was losing work on a weekly basic.

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