Me and a bunch of guys (7 others) have started up a project and we were thinking about unity quite a bit but we ran into problems early on.
For example…
The coder did some scripts and set things up and I then created a basic level.
We both submit our files, synch up and lo and behold. Total chaos ensues because of the way unity handles the cache/library files. Meshes goes missing in the scenes, the coders scripts don’t load correctly or aren’t assigned etc.
I know Unity PRO works with svn but it also comes with a hefty price tag (not for what it is mind you) that we can’t really spend money at the moment. Like everyone else that has a project we hopes it goes so well that we might be able to buy licenses but it’s not like we can kick out a high quality nice looking game in a month on a pro trial.
Yeah, they make it near impossible to work on a project with more that one person with the free version. I think it’s a really bad move on there part. There is nothing you can do to get it working on the free version. I’ve already had my rants
but I guess the Unity team doesn’t seem to think it’s important to work with more than one person. Or perhaps they’re trying to use it as a selling point for the pro version. Either way, I think they are hurting themselves.
What I do for now is to do my work and then zip up the library folder and commit that. Then the other person can delete their library folder and use the zipped version. Keep in mind though that this will screw up anything they changed on there end in the editor. It sucks! I hope to be able the purchase a pro version after my first game is released, but this is making it so much harder to get it done.
with free unity, I would recommend to experiment with GIT instead of SVN
As that tracks individual changes and changesets not just difference files, it should work much better with the binary files.
what you though can not do, and thats independent on if you use free, VCS or even asset server, is modify the same scene or prefab. that will always lead to lost work of one of the X persons changing it at the same time
you can get around that by making and editor tool that checks file locked status when it’s selected in Unity, and warns you if other user is already working on it. You also need to force locking of all prefab/scene files, using the same tool.
agreed
but thats annoying and it can be pretty tricky.
the most common and by far best approach is have a dedicated editor per scene and make that editor place prefabs for the others. then the others can work within their prefabs and share them, the map will then automatically update for all although they did not update the map
To be honest, even with Pro, putting your stuff into a repository sucks, as Unity does not interface with the underlying VCS in any way. So renaming, copying or moving files in Unity means the VCS loses track of them.
All my other code is in SVN repositories. My Unity code isn’t. It’s just not worth the hassle.
Tom: My warm recommendation goes towards giving smartSVN at least a go.
Was a long years tortoiseXXX user (cvs, svn, git) and never thought I would switch away but since I’ve been looking for osx / crossplatform solutions for vcs, which brought me to smartsvn, I couldn’t imagine going back to tortoise anymore due to the move detection etc
for me it resolves the vast majority of all those things that lead to a lot of headache when using SVN or anything but the asset server
Addons are aside of basic addon platforms a pro only thing. I doubt that aside of android and iphone non-pro there will ever be any non pro addons at all (unless webos and win phone 7 join)
As such it will likely not happen.
also it was clarified that UT will not persuade a path of feature fragmentation to sell parts of pro. You can either get the whole package or none