How to compress it and send it across to an M2 Mac along with all of its Packages, such that it doesn’t need the internet, AND doesn’t just crash on the M2?
Have managed to do this with some projects, but not others. Don’t know why. All same version: 2019.LTS
PROPERLY CONFIGURING AND USING ENTERPRISE SOURCE CONTROL
I’m sorry you’ve had this issue. Please consider using proper industrial-grade enterprise-qualified source control in order to guard and protect your hard-earned work.
Personally I use git (completely outside of Unity) because it is free and there are tons of tutorials out there to help you set it up as well as free places to host your repo (BitBucket, Github, Gitlab, etc.).
You can also push git repositories to other drives: thumb drives, USB drives, network drives, etc., effectively putting a complete copy of the repository there.
As far as configuring Unity to play nice with git, keep this in mind:
I usually make a separate repository for each game, but I have some repositories with a bunch of smaller test games.
Here is how I use git in one of my games, Jetpack Kurt:
Using fine-grained source control as you work to refine your engineering:
Share/Sharing source code between projects:
Setting up an appropriate .gitignore file for Unity3D:
Generally the ONLY folders you should ever source control are:
Assets/
ProjectSettings/
Packages/
NEVER source control Library/ or Temp/ or Logs/
NEVER source control anything from Visual Studio (.vs, .csproj, none of that noise)
Setting git up with Unity (includes above .gitignore concepts):
It is only simple economics that you must expend as much effort into backing it up as you feel the work is worth in the first place. Digital storage is so unbelievably cheap today that you can buy gigabytes of flash drive storage for about the price of a cup of coffee. It’s simply ridiculous not to back up.
If you plan on joining the software industry, you will be required and expected to know how to use source control.
“Use source control or you will be really sad sooner or later.” - StarManta on the Unity3D forum boards
I feel this is a bit of an odd rant, given that I can do my own source control with zipped versions, and have been doing so for a very long time, and have no intention or desire to play well with others in software development.
If I did, I might force them to use zip files, too. Git is an abomination, as far as I’m concerned, when we can have local version control with something like Rider, Git is a sledgehammer instead of a scalpel and unbelievably contrived and is to interface experience as programmer art is to art.
A project should be entirely self-contained in its folder. However, they may depend on different packages that are installed or not-installed in a given version and setup of Unity Hub or Unity app. Are you using any packages that you sourced from other links or locations?
No, I have a bare minimum of packages, with a lightly modified version of Cinemachine and a more modded version of TMP.
All of which have moved across successfully in 3 other projects, which have launched in 2019.LTS on the M2, such that I can then play them, experience them working correctly, and then go about the process of updating them to 2022.2.13.
However two projects aren’t working once copied across. Despite having all the same packages (a tiny few).
As a starting point in confirming the transition to a new machine, I use the exact same version it was built in.
And this works, very well, 3 out of 5 times.
So well, in the 3 cases, that it’s tempting to stick with 2019 within Rosetta, as it’s incredibly fast. But… the future awaits, so I get them working in 2022.2.13
Those that work in 2019.LTS on the M2 almost perfectly upgrade to 2022.2.13 on the M2.
those that don’t are a complete riddle of messes, despite being flawless on the intel Mac.