When creating a new project in 3.0b3 there are two “unknown” files in the Library folder after recreating it’s contents per step 8 in the instructions for 2.6:
I am very curious about SVN support in 3.0. I am fairly new to Unity, but learning quick. I pre-ordered 3.0 and dowloaded 2.6 to begin learning. I was shocked that it only had svn support in the pro version. This is unacceptable IMO. I really hope that they change that and add svn support to the basic version of 3.0.
I am using Unity to create iPhone game with my father. I live in New Jersey and he lives in California. That being the case, I don’t know how we are going to work on the same project together. We are both broke, so it took a lot just to get the cash together to the basic iPhone version. We are hoping to start making money with this tool, but if we can’t work together, how can we?
So, does anybody know if they still only offered SVN support on the pro version? If so, now what do we do? We cannot afford the Pro version. Hopefully once we start generating some revenue we will be able to upgrade and also get the Asset Server. But for now, we need basic SVN support! You would think this would be a standard feature these days.
I use dropbox to keep my project “up to date” on multiple computers, its not really its purpose, but it backs up previous versions and auto uploads/updates files.
I’ve never used dropbox, but it looks promising. But how do you use it with Unity? I don’t understand the whole Library folder. I want to ensure that we both have the same exact project, prefabs, scenes, etc when we each open the editor. If it does, than why wouldn’t and SVN work just as well as dropbox?
can I just have the entire project folder on the SVN, even the Library folder. Wouldn’t that give us both the same exact project?
I’ve worked in a project with SVN with another engine, and we didnt have any software support for it, just a server to save files. we just rewired everything so that we got all files that were needed. And then we updated the Database locally ourselves.
i dont really know what difference it makes to have it supported in Unity. Possibly some special svn feature?
or does unity need SVN support(unity pro) to work?
cause it would be a pretty bit useless. without VCS support enabled you need to checkout the library and doing that if you really work concurrently on the project will get you a fair amount of trouble
Word of warning. I was using Dropbox as a live Unity folder but eventually started to run into problems. Unity would crash the first time I ran it (I’m thinking something to do with a change in a file at runtime then being updated by dropbox and then locked by Unity or something like that).
But worse than that - I had the project just completely melt down on me. Completely refused to boot, just constantly crash unity. Something - not sure what - got corrupted and lead to a day of pure panic.
Since then I’ve pulled it out of Dropbox and now 7zip a backup every night and put that in the dropbox.
Like I say - just my experience. It’s a shame as it felt nice an secure working that way.
I did try SVN but I could never get a project to sync with my server. Luckily I’m pretty much flying this project solo so I as long as I am organised I’m not too worried.
I’ve used DropBox to back up my projects daily for the last 18 months or so.
Here’s my advice:
Don’t have DropBox running while you have Unity open. Just fire up DropBox at the end of the day to backup your stuff. With all the temporary files Unity creates, backing them up live is asking for trouble, as well as no bandwidth on your uplink
I found with syncing between two different machines, you soon end up with lots of local private copies of files in the Library folder. ie you’ll have xxx[Machine A] and xxx[Machine B]. I found that projects still loaded and worked, but after a while it’s going to get big and messy in there.
If you’re collaborating with someone, it’s best just to bite the bullet and buy Asset Server. Trying to use svn with Unity, from my limited experience (although I’ve used svn for years previously), isn’t worth the hassle.
Alternatively, create a zip of your folder and dropbox that instead - at least dropbox will try and delta the zips, so you may get some joy in not uploading the whole zip each time.
Im not so much concerned about backup. I just want to be able to work on the same project with multiple people. I never thought that something like that would be an issue. Now I invested time and money into this engine and I can’t even collaborate with teammates? That seems a little messed up. Even if we share everything but the Library folder, we are not going to have identical projects. I purchased the iphone basic version, so even if I had the $500 for the asset server, I’d still have to come up with another $1200 for Unity Pro! All just to be able to work on a project with more than one person. Something here is not right.
Well, what I’ve been doing is putting the assets folder on the svn and zipping up the library folder and putting the zip file on the svn. Then we have to unzip and replace our library folder when we update. It’s pretty half-ass solution so I hope Unity decides to extend the svn support to the free version, or at least to people who purchased some type of license, like iPhone basic
SVN with 2.6 pro works brilliantly and is mostly trouble free. I hope 3.0 has the same kind of VCS editor setting that dumps all the metafiles alongside the assets.
in 2.6 you only need the library folder root files to be comitted all the subfolders can be ignored. Then SVN works like any other regular engine.
Right, but the problem is that it’s only in the pro version. I understand that they want to limit some features in the free version, but I think it should at least be available to people who are using the free version but purchased an iPhone license.
As an avid fan of Unity who will soon have time to make games with it again, I have to agree with getting the RCS support into the free version. I want to work with my friends on games, and if they do take off we would need to move to the pro version to have any online monetary capability (secure RESTful transactions, single sign-on, etc.).
Sure, it would be possible to make money without the custom coding for an online community. Yes, they could be under a valid license for up to a year. But they would have to purchase eventually, and anyone wanting to make a cleaner more polished games needs the pro version. Fun comes with the basic version, polish with the pro version.
I’ve looked everywhere I know to look (unifycommunity, forums, blogs) and can’t find whether 3.0 free has it or not. That leads to the presumption that it doesn’t. If anyone has confirmation one way or another it would be nice to know.
Well, the beta does NOT have it. I’d really like to hear from someone on the Unity team to say whether or not it will be included when it’s officially launched.
I don’t think this answers his original question about whether AssetImportState or expandedItems should be checked in or not. The thread was just hijacked after that. The documentation for 2.6 has you check in certain files and ignore the rest.
I myself haven’t checked my 3.0 project into a repository because I don’t know what to do with AssetImportState, previews, EditorUserBuildSettings.asset and the directory an iPhone build makes under the project folder. (I don’t have an expandedItems folder or item).