Can anyone tell me how to effectively work on the same project without breaking it? Dropbox destroyed my project (even though it wasn’t shared with anyone) just now, and I’m supper angry. I reaaally want to know if there is a safer way to share projects. I heard people talking about GitHub, but then there are those that say it’s got problems with some files, and I don’t want to share only the scripts. For example if I work on 1 scene and another guy works on another scene, but we use the same scripts, that’s pretty much GG if dropbox is involved. Not to mention that it has massive problems with sync, creates a ton of copies due to supposed conflicts and just turns my project into garbage.
For those of us who use DropBox, it would be nice if you shared how it “destroyed your project”.
I use dropbox, and I rarely get conflicting file versions. Is it because you two worked on it at the same time, constantly?
With DropBox, the only thing I get is constant “Can’t access file” and occassional “Script Compile Error!” because of not being able to access the file. Clicking “Try Again” for the former and editing/saving the script with any changes solves that for me. So worth it IMO, but I work alone programming.
I was porting my game to Android. I was the only one working on it. I finished my project and I decided to sync everything, you know, as a backup. Next day I open the project and I find that I have lost all my project settings, layers, collisions and all that. My particle systems were all over the place, materials were missing, script references were gone and my build queue didn’t exist.
I opened up the project folder to see what the hell was going on, and I saw every file there has a corresponding conflicting copy. I checked my event log in dropbox and I was the only one who did any changes, figures of course since no one else had access to it. I really don’t know what exactly dropbox did, and I’m too angry right now to start reassigning scripts and tweeking objects. Also all my object values were reverted to an older version settings, and I don’t remember every friggin float that I have set. I have about 60 errors on a play attempt, and even when I fixed them on my smallest scene, the values were all scrambled. As an example I had 670 jump power, which defined the force applied to the player on jump, it was set to 400 when I opened it. My scripts are naked and are missing a ton of lines, and god knows what else is screwed up.
I managed to recover most of my work by deleting the base files and renaming the “xxx (conflicted file on (date))” to just “xxx”. I still have a bunch of junk that’s not supposed to be there, but at least the game is functional. I’ll go with Git. Seems like BitBucket is a pretty good choice.
@anon_99562806 , dude if I were you I’d dump dropbox, its too erratic.
Dropbox is not a version control system, it’s a sharing space. If it goes down, your backup of the project is borked. Using it as version control…well, it’s not, so it’s not a good practice.
The reason you use version control is A) so that you have control of what you’re working on at any given point, because version control systems have a sort of ‘rewind’ function, and B) you use something like Git or Plastic because those are distributed systems that ensure your whole database isn’t stuck in one place, and thus resistant to catastrophic failure.
You really should take the warning and use a version control system. They’re not hard, many have modern user interfaces that are easy to use, and your assets can be commented on and refined whenever it is necessary.
I’d also recommend getting Source Tree w/ bitcucket. I advise you to do some reading on what everything is. When I first learned about all this stuff people kept throwing around terms like Git, SVN, Mercurial. I had no idea what they were talking about.
Yeah I already have sourcetree and i signed up on bitbucked. I read how version control works. I’m just trying to figure out SHH keys or whatever it is that I need to actually make this work Tx for the links tho.
TortoiseGit or TortoiseSVN are great. I highly recommend using BitBucket as the remote server you commit to (since, it’s off-site and generally reliable.) I personally favor Git, since each person on the project has their own copy of the database, so you get a little better fail-protection.
I use TortoiseGit (and SourceTree on osx) + Dropbox combo. I have working repos on my machines and a bare repo on dropbox. This way I always have 3 backups of my work, all including previous versions because of git.
I use TFS I have a couple of personal things that I keep out in a Visual Studio Online subscription, and I have a personal TFS server that also has redundant backups for my professional work.
I have my game on dropbox, google drive, git, and my onecloud. I have a years worth of work on there so I cannot lose anything! I always hear these stories about how someone lost their project due to not properly use version control or simply not even having a backup. I think these lessons should be made available to everyone and it is almost mandatory for new users to have a training in version control. It takes like 15 min to learn how to do and will save you 1 years worth of minutes.