Versioning systems.

I would like to know what needs to be versioned for a unity project to work properly. I will trying to use Bazaar. With Bazaar unlike SVN or CVS renames/delete/move done outside the version system (i.e. by unity IDE) are handled correctly and do not cause problems.

Previous posts on this subject say do not version the libraies or metadata and then go on to say not to version assets because unity loses track of where they are if your update moves or creates them.

For the questions below I am assuming that I only call versioning commands when unity is not running. So I would a)update my working copy
b)work in unity
c)quit and save unity
d)commit my changes.

my goal is to make it easier for a group to share work on a project not to do fancy branching and merging. (although I might try after I have a couple months experiance with unity3D/Bazaar)

questions
1)Is there a reason NOT to version metadata?
I understand that if you do NOT version metadata unity will lose track of where assents are.

  1. Can I NOT version the library cache directorywith out creating problems?

  2. Can I NOT version temp directory with out creating problems?

  3. Is there anything else I can safely ignore.
    If I can get bazaar to work with unity I will post to the wiki including ignore patterns and a general how to make Unity3d Bazaar.

Cheers,
Grant

Hi Grant

Just wondering what your progress was with using Bazaar in your workflow?

Thnxs

Bazaar worked but then unity 2.x came out and it has a versioning server so stopped using bazaar.

I’ve just started using git with Unity … seems to work very well, and makes me wonder what the advantages of Unity’s own server would be.

Steps:

  1. Install git

  2. cd /path/to/your/project

  3. Optional: insert a .gitignore file in each directory you don’t need to manage containing "", and put a .gitignore file in the base directory containing .

  4. git init

  5. git add .

  6. git commit

After any significant changes:

  1. git commit -a