unity iphone and svn

Ok old topic new problem (we at least for me).

We are using SVN for managing JUST the assets folder of our project and we’re seeing an issue that keeps cropping up.

Changes made to scene files do not seem to update when files are checked in in one location and then updated on another. I’m not entirely sure what the problem would be but does it have something to do w/the unity Cache system? We’re not transferring that back and forth (unless there are major changes to assets at which point we zip that up and check that in).

but for instance a programmer checked in our main scene w/a few changes in it (additions of scripts to certain nodes) and when i got latest i wasn’t seeing those changes. I had to physically get him to save the file in another location, rename it, and load it to see the changes.

is this a problem w/unity? Problem w/workflow (aka do we need to quit out of unity before making any commits?)?

Thanks in advance!
Bryan Pritchard
CEO/CCO
Annosoft Entertainment

Unity iPhone is basing on Unity 2.1 and does not have the VCS support.

Without that its close to impossible to work with 2+ users concurrently on the project through SVN as you must checkout the assets and the library folder.

you are normally much better positioned in this situation if you use packages and especially design stuff extensively around Prefabs.

If you want versioning, Asset Server is the way to go

so wait, even the assets folder doesn’t contain all the state of a scene? That seriously and utterly blows my mind. Seems like the scene would contain all the info necessary to make the scene work?

Thanks for the info.

No the asset folder only contains the asset.
The asset database related things are all in the library.

Tahts what the VCS support of Unity 2.6 Pro solved, by adding meta files to the asset folder that is required to store relationships.

The scene file and all other things only use this information etc from the asset library. So no asset library = no information.

Packages transport the relevant information to recreate the object on the importing side.

So i’m coming back to this as we just ran into a MAJOR brick wall.

So i have 2 engineers working in 2 completely different scenes that are NOT connected, not even really sharing assets persay.

So i had them export their assetPackage and then i went to import it on my end and most of the items were messed up (scripts weren’t assigned, materials were missing, etc).

Is there anyway to package up stuff thats being developed separately and bring it into an existing project and have it bring everything across?? So far the assetPackage seems relatively useless. Does it have something to do w/my library perhaps having old versions of stuff in it?