Can't solve conflicts with Unity running?

When I try to resolve a conflict from the Unity editor I get this message:

8046092--1038257--upload_2022-4-13_16-56-3.png

This is obviously something we have to be able to do from Unity, it takes me 15 min to start up my project I cant do that every time I need to solve a conflict.

Is this a known issue?

Hi @mrCharli3 , I’m sorry you’re experiencing this issue. Could you provide a few more details to help me diagnose the issue?

  • Editor version
  • Version Control version
  • Whether this error pops up if you try to resolve the merge conflict using the external Plastic SCM client?
  • Does this error pop up for any other assets or just FMOD-related ones?

This pops up for any conflicts as long as Unity is running. It’s the same for all my team. It only works from the Plastic client when Unity is not running.

Unity: 2021.2.8
Plastic: 1.15.16

Thank you for the clarification. I’m having trouble reproducing this issue on my end, using scenes and prefabs to test. Would you happen to have a sample repro project that you’d be willing to share with me that can help us in diagnosing this issue?

To be clear, you can solve conflicts with plastic with Unity editor running? Really odd since nobody in my team can. Our project is too big to send a sample unfortunately.

Yes, if you have changes that you haven’t pulled yet that will potentially conflict with some of your changes, then in the Incoming Changes of the Unity Plugin, you should see the list of changes broken down by type of change, with the conflicting ones at the very top. From there, you can choose to merge by overwriting your changes with those from the server, your changes with the server, or to have Plastic try to resolve the conflicts on its own. In most cases, Plastic can merge non-conflicting changes without issue. When it can’t, it stops the conflict resolution and asks you to either pick one change or another.

Have you and your team been able to see these options in the Incoming Changes tab? What is the typical process that your team has been following to resolve conflicts?

Yes we see these options.

A few of them simply prompted the error above, telling us it cant do it while Unity is running.
A few of them actually prompted us to download the Plastic standalone client.

Atm we have to exit Unity, start Plastic client, resolve conflicts (like you described) in the Plastic client, then restart Unity.

I tested the FMOD for Unity package from the Asset Store to see if I could reproduce what you’re seeing. I noticed in the Source Control tab of the FMOD Setup Wizard the following text:

!/[Aa]ssets/Plugins/FMOD/**/lib/*
# Don't ignore images and gizmos used by FMOD in the Unity Editor.
!/[Aa]ssets/Gizmos/FMOD/*
!/[Aa]ssets/Editor Default Resources/FMOD/*

# Ignore the Cache folder since it is updated locally.
/[Aa]ssets/Plugins/FMOD/Cache/*

# Ignore bank files in the StreamingAssets folder.
/[Aa]ssets/StreamingAssets/**/*.bank
/[Aa]ssets/StreamingAssets/**/*.bank.meta

# If the source bank files are kept outside of the StreamingAssets folder then these can be ignored.
# Log files can be ignored.
fmod_editor.log```

It looks like you can safely have Plastic SCM ignore the fmod_editor.log file. That should prevent the following error from popping up. Have you added the "fmod_editor.log" rule to your ignore.conf file? If it's already been checked into Plastic SCM, then you'll need to copy-paste it out of the workspace, delete it in your project, push the delete in Plastic, then add the FMOD ignore rule to your ignore.conf and push those changes to your ignore file before you paste the FMOD log back into your project. That should prevent Plastic from trying to access the log when resolving merge conflicts since it looks like it's always been accessed by the FMOD package while Unity is running.

Can you try the above to see if that resolves your issue?

Thanks so much, it seems it ignores the file properly now, hopefully other conflicts wont have this issue!