So right now we have 1 programmer who works in Windows and another who works on a Mac and it’s been anything but convenient merging their code as the Mac programmer has to convert his working copy to windows, bring all the new code in from the other programmer, convert it back to iOS just so we can publish it for testing on devices. It’s time consuming and a giant pain in the kiester when we have to do this 3-5 times a week.
Does anyone have a better and more efficient solution to this situation?
I’ve worked in teams that mix Windows and Mac users developing a (mainly) iOS game. There were zero complications. I’m having a hard time wondering just what you mean by having to convert the working copy to windows…
EDIT: It just hit me, I think you are under the impression that the code is somehow different depending on the build target it was created under. It’s not. You can merge the code without changing your build targets to match.
With proper version control, you should only be changing the assets (and perhaps a few other folders), which will compile on each machine independently.
If you only exchange code (since they are programmers) then things will be easier. Basically, if you dont change the scene/prefab stuff much, and do as much work in code and not the editor, you will be able to cut down on re-compile/re-build issues.
Yea, sorry I re-read my OP and realized I was miswording and leaving some of it out as there is a bit of work with the pre-fabs and scenes as well as teh code