Hello,
I was wondering about how is the cache server handling one project using different versions of Unity. I have found this blog post from a year ago discussing this and basically saying that there might be issues because same GUID is used for the same asset, even if the binary representation has changed between versions. His solution was to run multiple local cache servers and “hack” correct setup into Editor startup.
Is this still the case in version 6 of the cache server or we don’t need to worry about that?
Thank you