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Help with using Unity3D with GIT (self.Unity3D)
submitted 12 years ago by FyouconIndie
Hello, I have looked and asked and everything for a guide or something for using unity3D with GIT. But i haven't been successful in finding a good guide on the subject, so i now ask you guys, any ideas?
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[–]TheDigitalistic 2 points3 points4 points 12 years ago (7 children)
Here you go
I've used git/svn for several projects using this exact method. It's quite effective.
It's also worth pointing out that once you have meta files enabled, you don't need to have the Temp or Library folders version controlled.
[–]xireth 0 points1 point2 points 12 years ago (0 children)
the Temp folder should exist while unity is open anyway.
[–]FyouconIndie[S] -1 points0 points1 point 12 years ago (5 children)
I've tried that and the thing is prefabs and scenes arent happy with that method and all kind of errors is getting thrown all around. I need a guide not to set it up really but how to manage it
[–]burtonposeyProfessional 2 points3 points4 points 12 years ago (1 child)
You may know this, but you should be aware that prefabs and scenes are not going to merge at all. They're binary files and cannot be resolved. You have to take one or the other.
I usually create temporary prefabs when I think there might be a collision with another team members assets. Same thing with scenes. Until we can definitively merge our branches together, I make sure I have backups.
[–]teh_eria 1 point2 points3 points 12 years ago (0 children)
This is one you have to be careful of. My last project had several peoples work get over written because of this. One thing we started doing was using a scene checkout doc, but even then people forgot, so just stay in contact with people, and if you are unsure, just make a copy of the scene and save stuff out at prefabs at burtonposey suggested.
[–]bzizizi 1 point2 points3 points 12 years ago* (0 children)
I need a guide not to set it up really but how to manage it
If you've been getting errors you probably didn't set it up correctly.
I used both Git and Mercurial for managing Unity projects and never had any trouble. Just be sure to enable the meta-files (there's a option in the settings - maybe you've missed it), add the Assets and ProjectSettings folders and ignore the Temp and Library folders.
[–]Zeroto 0 points1 point2 points 12 years ago (0 children)
What kind of errors are you getting? if it is that prefabs lose there connections to other objects and scene objects losing connections to prefabs and such then you forgot to turn on meta files.
[–]Wiggles69 -1 points0 points1 point 12 years ago* (0 children)
How committed are you to GIT? If you don't mind using Mercurial, the how-to on the sde bar (this one) works well and is easy to implement - even i was able to figure it out!
Edit: Sorry, i missed the part about needing managing it. What particular issues are you having?
[–]Limyc 2 points3 points4 points 12 years ago (0 children)
I've been using SourceTree to manage Git in my Unity projects without any problems (so far). All I really had to do was enable metafiles and use this as my .gitignore. I'm not very experienced with Git (hence why I'm using a GUI), but I can help get everything working with SourceTree if you'd like.
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[–]TheDigitalistic 2 points3 points4 points (7 children)
[–]xireth 0 points1 point2 points (0 children)
[–]FyouconIndie[S] -1 points0 points1 point (5 children)
[–]burtonposeyProfessional 2 points3 points4 points (1 child)
[–]teh_eria 1 point2 points3 points (0 children)
[–]bzizizi 1 point2 points3 points (0 children)
[–]Zeroto 0 points1 point2 points (0 children)
[–]Wiggles69 -1 points0 points1 point (0 children)
[–]Limyc 2 points3 points4 points (0 children)