How do you guys deal with "The files have too many differences, there aren't enough resources..."?

There are times where Plastic/YamlMergeTool can no longer calculate the differences in a scene file. there are only two of us atm in the team. Is it practical to just let this be and change into a different workflow? like having additive scenes or prefabs?

Hi @IntoTheSoul , while the YamlMergeTool does a lot to automatically handle lots of different merge situations for scenes and prefabs, it will struggle to handle larger, more complex scenes. It’s a very common workflow among Unity developers to break up larger scenes into smaller ones that can be combined additively, like you mentioned.

For example, you could split a larger level into smaller scenes that you could each work on separately. Or, you could separate aspects of a scene (like enemies, player characters, level terrain, inventory management systems, etc) into prefabs. Whether you go the route of splitting levels into scenes or prefabs, both methods allow you to push your changes for just a piece of your level and minimize the risk of your changes conflicting with your teammate, especially if you decide ahead of time who’s going to plan to work on which piece of the level/game/app.

I hope this feedback is helpful and helps to reduce the frequency of merge conflicts for your team. Handling scene merge conflicts is something that the Version Control package team wants to address, so feedback like this is very helpful.

2 Likes

Thank you @Ryan-Unity ! this information has been really helpful, since we have struggled with this problem for a while now and all we had are unofficial information or hear-say on the topic(problem). Glad to hear this from unity themselves! thank you!

1 Like