SVN Issue?: Scenes opened by Coworkers are missing Mesh References

I have a scene saved with a simple box room made out of tiles I created in 3DS Max. When I commit my .fbx files and my scene file to our svn, coworkers open the scene only to find missing mesh references. They can see my meshes in the project tab, and even place them in the scene. But the meshes in the hierarchy view are displayed in red text and report missing mesh and material references in their components.

What is missing? When a coworker makes a map and commits it, I experience the same problem of missing mesh references.

you likely did not commit all thats required (files and their meta) or you didn’t enable VCS support in your editor settings ( pro only)

in both cases it will fail on the other side.

your coworkers naturally also must be on pro or it will fail too

I know I have committed all of the files. It’s the Meta Data that I feel is missing. But of course, SVN seems to have no way of recognizing it. Is this because of the missing VCS support?

We are currently evaluating Unity as a potential development tool for one of our titles. We are used to Unreal, but obviously unity would be cheaper. Aside from this set back I am finding it to be a nice editor. But if we can’t test development over SVN without Pro… that’s very disappointing…

Can you think of anything else it might be? Where is the Meta data stored? If it has a solid location, perhaps I can commit it… (I am artist, so this statement may sound kinda dumb…)

The meta file is next to the file itself with .meta extension if you enabled VCS support in the editor but this requires Pro, there is no official VCS support for users of the free license.

If you aren’t on pro but with the free one, I would heavily recommend to not touch SVN at all, it will not work out for you as you can basically not do anything concurrently, the slightest change will mess it up on the other side.
there is no meta file you can bring in relation to a specific file without pro and VCS support, you will have to commit the whole library/meta folder as well as thats where the meta is in. There is a thread on versioning and non-pro

If you don’t want to get pro (which is required for the VCS support which creates standalone metas) but want to test team development on a basic level, better use GIT / Mercurial instead, works better. Still has a few limitations (moving files will potentially cause problems) but the two major ones are those that apply to any form of team usage of unity independent of license and used tech (including asset server) and that is non mergability of scenes and prefabs. The approaches for those though to overcome it are well enough known and discussed.

Oh okay. Cool… Yeah. I know how to use GIT, I’ll tell our tech guy this. Thanks, dude(… ette?)!

No prob.

On the longer run I would recommend to go with Pro for this and a few other productivity features that really help in teams (keep in mind, pro is not optional, if your company has a yearly turnaround of more than $100k, you must go with pro otherwise you are violating the license. thought might be meaningfull knowledge as you mention co workers)

and its dude :wink: