This is the first time I’ve tried using Unity Version Control in a small group of people and have found it very confusing as Unity seems to be overwriting info and breaking our prefabs and scriptable object data. (My theory is this happened because another person in the project relocated the scriptable objects and prefabs to a new fold and that is what confused Unity) My coworker is able to pull just fine without issue,
When I change the workspace to the latest branch it seems to pull fine,
All the data in the scriptable object data is there.
The Particle Prefab that pulls from this data is working just fine as well.
(When I switch to the new branch the new input system seems to break somewhat my WASD input still works but anything else such as my left click right click buttons do not work)
Now the issue lies when I restart Unity… The Scriptable objects lose all their data
and the particle prefab breaks
All the controls are functioning again however and I can use WASD and the mouse left click right click…
I’ve tried to
fully delete the project redownload it
Fully delete and redownload to a different location
Fully delete do a full shutdown to make sure unity doesn’t do background things and the download to a new folder.
Having the other person put the affected files in a zip sending it to me and then deleting the files locally and putting their files in, which had no change…
Reinstall unity
I’m at my wits end and not sure how to fix this issue, clearly it’s correctly pulling data in the beginning (however breaking some of my own Unity until i restart) but in unity doing what ever behind the scenes on restart is breaking things.
The file for the scriptable object is the same when broken in Unity as the info from the zip where they work fine. So Unity is clearly not losing the data it’s just not reading it properly after i restart Unity?
(BELOW is after the scriptable object is “broken” in the Unity scene)
(BELOW is the data I pull in from the zip of the data where they work perfectly fine on the other machine)
This is one of the particles file history, we did start doing “save project” before we push them after searching through google for help and someone stated unities “Save” doesn’t actually properly save to the disk. But when we first started our first few pushes we had not been using “save project” but only normal save.