Plastic Breaking Blender Imports

I have recently started a 2 man project currently on version 2022.1.1f1

If I try to pull changes or switch to the branch my friend is working on all the models are wildly messed up, most often displaying completely incorrect/different meshes. The only way to fix these meshes seems to be to go through every single mesh in the Assets folder and reimport them 1 at a time. If i attempt to clear library/reimport all, or even select multiples and then reimport them it does not fix it. ANY time I want to view his work I have to manually reimport every single mesh in the project.

I switched to plastic 7 months ago and it greeted me by deleting 1 month of my progress, in the last 7 months I’ve done nothing but battle plastic trying to delete my files, incorrectly sync files, throw console errors, and crash unity and now that I’m working with a project that actually needs version control and asset management it can’t even do that. Is there a reason we phased out collab for this junk?

Has anyone else ran into this issue? My theory is that it is based on working off of .blend saved directly into assets rather than exporting FBX, which works fine on either persons computer, but like most things, plastic is unable to handle it properly.

Hi @Sisyphus-Studios ,

It sounds like you may be ignoring or cloaking meta files. Do you have an ignore.conf or cloaked.conf file at the root of your project folder? If so can you share their contents?