Sorry to bother but this time my question is simpler: I would like to take my project developed on Mac OS X Tiger under a Mac PRO with Unity 2.1 and bring it under Windows with Unity 2.5.1 .
Can I use my entire project folder by copying it on a folder under Windows or have I to convert something before making this?
To tell you the thruth I already tried to do such a thing in 2 ways:
copying the entire folder from mac to win
trying export a package of the entire project and import it on win
In order to take my sources on a Windows machine, I had to change the name of some folder and others files to make a sort of compatibility between 2 different file system.
I have some others problems:
with the user defined layer because all of them is lost
with some FBX, materials and textures because in some case they are different
sometimes I got an exception that tell me about an exception thrown by the compiler (only on x64 version of OS)
in some cases an asset folder is taken as a file that was not find to compilation (I have a folder called “PacchettiComuni” and the error says “cannot open file Assets/Pacchett”)
some wave sounds file cannot be imported because Unity says that the format is not recognized while they work properly under Mac OS
some fonts seem to be void and the editor tell me that probably the content is in the fork file… I don’t know how to have my original font without a fork
sometimes Unity tell me that some classes names don’t match with the files name but this is not true
Please… let me know if I need to make some kind of conversion because I think I cannot migrate to Windows with all these issues also because my project is really big and it will be a pain to resolve all these one by one.
Well guys, to tell you all I got a lot of problems (as I just said) by exporting/importing packages or by copying all the project root… but maybe the problems are not linked because of the porting from 2.1 to 2.5.1 and not the because of the OS.
Today I’ll try my project to the 2.5.1 on Leopard and I’ll let you all know !!
I tried to port my Unity 2.1 project from Mac OS Tiger to Unity 2.5.1 on Mac OS Snow Leopard and there were no problems at all by using a copy of the entire project folder.
I still have tons of problems by porting my project from Mac to Win I think because of the differences between the 2 file systems.
I will study these issues and I’ll let you know if I can find something to solve 'hem !!
Ok guys, I have understand the problem: it seems that the incompatibility between Mac and Win is given by the fork that Mac OS use to store the files data so that the Win is not able to have a fully resource. The problems, in fact, are only localized to the files that seem to have resource forks.
I’m looking for some software that allow me to have a single file for Win by making it from Mac OS.
There is no case where Unity Windows can’t use Unity Mac files and vice versa.
As long as you think that there is a problem on this, I fear you don’t stand a chance to find your actual problem.
Because Unity projects are OS independent (otherwise Asset server users incl me would basically be doomed)
Also on Intel Mac ↔ Windows there is no difference in the way the files are stored as both systems have the same endianness
for PPC mac ↔ windows you might have to create a package containing the whole project and import but thats all that would at very worst be required
Sorry but I don’t agree with you because one of the error that Unity launchs to me is:
The font Assets/Fonts/Arial Black for SplashGui.ttf could not be imported because the file is empty.
If the file comes from Mac OS X, it might be that all data is in 'resource fork'. Change the file there to have data in the file.
As you can see some problems could occur if you want to migrate to a different OS without having an assets server that works for you !!!
Hi guys, I would like to tell something I experienced today.
I need also to say that I’m trying to migrate a project started with Unity 1.6 .
First of all if you want to migrate your project from Mac to Win you need to check if all your files have all the information them need in their data fork. If the data fork of a file is 0 KB you need to make a merge of the resource fork informations in the data fork one. You can use a little bash script (check the attachment) that I did with the help of my 2 colleagues.
By the way this is not enough if you need to upgrade your project from Unity 2.1 to Unity 2.5 because I experienced lots of problems. I need also to say that I’m switching also the Mac OS from Tiger to Snow Leopard.
I want to say that if you copy the entire project folder from Unity 2.1 and you open it into Unity 2.5.1 no problems occurs and you can work to your project as if nothing as changed… BUT if you try to reimport all your project assets (by using the “Reimport All” function) some problems could occur.
For example:
if you used a Lightwave FBX with more than 2 UVs and matrials, Unity 2.5.1 is not able to mantain the correct visualization of the 3D object dued, I presume, to the new FBX importer engine implemented from Unityt 2.5
if you used a terrain generated with the Unity built-in terrain generator, it gives some errors like “Terrain Splat # is null”. These errors seem to disappear if you reboot Unity but I’m not sure that they won’t be displayed anymore
you will lost all customed fonts color
you will lost more than 1 reference set from inspector
as it might be, you will be noticed about the error you did when you use a previous Unity version without never reimport the wrong asset (such as abstract class attached to a gameobjet)
you will be warned about all again
all the compression of textures will be lost (but I’m sure you already know this)
'till now this is all I experienced. If you know something useful or if you have a suggestion, please, share it !!!
If you don’t have a zip with your Assets and Library folders done before the moment you had reimported all, unfortunately there is not a way.
You need to fix manually all the problems you are encountering. If you have problems also with FBX messed up, I’m talking with the Unity team to fix this. When I’ll have an answer I’ll tell you !!!
Dunno.
It depends to Unity programmers: they changed the FBX import method in 2.5 to correct some bugs so I don’t know if they fix something by changing the previous method intentionally.
Problems with fonts have nothing to do with asset server but with the user using system fonts without checking first which exist on all OS.
Thats a pretty common and pretty ugly error crossplatform devs tend to do from my experience.
Even by 2009, Windows and OSX have different system font, with only few “standard ones” on both.
So what you normally should do is have the ttf in your project folder so its definitely there to be packaged up and transfered.
Errors after reimport are often caused by non FBX model when the user forgot to install the corresponding 3D modelling app on the other system in which case the autoconversion logically must fail.
The asset server wouldn’t help the least bit in such a case actually as the issue is related to an “out of project” asset.
The asset server only helps you syncronizing what is in your project, or namely the assets folder and their meta data in the library folder so if you copy over both you get the same thing you would get from a first checkout through the asset server.
Yeha, you’re right, but I’m importing as asset ttf that on mac have all datas in the resource fork and nothing in the data fork. Using the script I attached on a previous message of this topic, you will fix this issue if it occurs.
The FBXs problems are because Unity from 2.5 on, the import method for this file type is change. My 3D artist exports from LightWave for Windows the FBX 2006.11 and these files on Unity 2.1 works fine. If I try to import the same file in Unity 2.5.1 (Mac or Win make no differrences), the 3D model is not the same, or to say better, is the same structure but lacks in materials definitions (about 5 materials UV mapped only 1 is recognized) so the look of this asset is not the same between the 2 Unity varsions.
I hadn’t any intentions to say that the asssets server make something difference than synchronize the files between differents project users, but I think that if there are 2 diffents OS I want to believe that assets server is going to make a data conversion if it is necessary because of substantial differences given by different implementation of system handling (file system, metadata, allocation, etc…). I mean: if you transfer a file from Win to Mac there may be no problems; if you transfer a file from Mac to Win, you know, that the net protocol between the 2 different OS make a file conversion to adapt the data contained in the file to be transferred on another file system. I say so because if you need to pass a file from Mac to Win by mail, you need to attach the file as a Windows Type Attachment.
Sorry to make these so long but I hope that I have explained all my problems in a better way this time !!!
Did you copy everything from the original folder? And are you launching Unity by opening the scene file? I’m not sure what you mean when you say Unity won’t recognise the file.