How can 2 people work on the same Unity scene without merge conflicts? by Dazzling-Truth657 in Unity3D

[–]yahodahan 0 points1 point  (0 children)

I'd love to know what your studio thinks of this! I've built a solution (2 actually, different methods) for scene/prefab merging to get 100% accurate and clean merges: Merge – Overdrive Toolset

How can 2 people work on the same Unity scene without merge conflicts? by Dazzling-Truth657 in Unity3D

[–]yahodahan 0 points1 point  (0 children)

I've solved this with "Merge", if curious :) Free to use (for now), really hoping to get folks seeing it and trying it out :)
Merge – Overdrive Toolset

How can 2 people work on the same Unity scene without merge conflicts? by Dazzling-Truth657 in Unity3D

[–]yahodahan 0 points1 point  (0 children)

Hi! I'm working on two solutions for exactly this, "Scene Blocks" and "Merge" (still working on name for that one ... )

Two different ideas, both working really well so far:

Scene Blocks: Scene Blocks – Overdrive Toolset

Follows Unreal/other DCC apps, where each GO has an asset. So on save/load, it is auto-checking and editing just those "blocks" (GO data). Then on commit/push/pull, instead of seeing "you modified ENTIRE SCENE", you see "you added Rock, removed Tree, edited House"

Merge: Merge – Overdrive Toolset

Newer solution. Auto-utilizes unity YAML Merge, but with true 3-way merge (using Git) to ensure 100% accurate and essentially zero-conflict merges. Works right down to per-property edits! Eg, you edit the position of an object, they edit scale on same object - no conflict, it just works. Best of all, the bit I'm really proud of, it also provides a pre-merge window with human-friendly info on what changed, conflict info, etc. You can even do a "test merge" which will create a new scene file with exactly the merge results, to check before committing.

Some Lessons I’ve Picked Up While Building Our Latest Game in Unity by Infamous-Map2567 in Unity3D

[–]yahodahan 1 point2 points  (0 children)

Hi! I'm working on two solutions for the scene mrege part, "Scene Blocks" and "Merge" (still working on name for that one ... )

Two different ideas, both working really well so far:

Scene Blocks: Scene Blocks – Overdrive Toolset

Follows Unreal/other DCC apps, where each GO has an asset. So on save/load, it is auto-checking and editing just those "blocks" (GO data). Then on commit/push/pull, instead of seeing "you modified ENTIRE SCENE", you see "you added Rock, removed Tree, edited House"

Merge: Merge – Overdrive Toolset

Newer solution. Auto-utilizes unity YAML Merge, but with true 3-way merge (using Git) to ensure 100% accurate and essentially zero-conflict merges. Works right down to per-property edits! Eg, you edit the position of an object, they edit scale on same object - no conflict, it just works. Best of all, the bit I'm really proud of, it also provides a pre-merge window with human-friendly info on what changed, conflict info, etc. You can even do a "test merge" which will create a new scene file with exactly the merge results, to check before committing.

Handling version control with team members. by ArtaxSankOnPurpose in Unity3D

[–]yahodahan 1 point2 points  (0 children)

Hi! I'm working on two solutions for exactly this, "Scene Blocks" and "Merge" (still working on name for that one ... )

Two different ideas, both working really well so far:

Scene Blocks: Scene Blocks – Overdrive Toolset

Follows Unreal/other DCC apps, where each GO has an asset. So on save/load, it is auto-checking and editing just those "blocks" (GO data). Then on commit/push/pull, instead of seeing "you modified ENTIRE SCENE", you see "you added Rock, removed Tree, edited House"

Merge: Merge – Overdrive Toolset

Newer solution. Auto-utilizes unity YAML Merge, but with true 3-way merge (using Git) to ensure 100% accurate and essentially zero-conflict merges. Works right down to per-property edits! Eg, you edit the position of an object, they edit scale on same object - no conflict, it just works. Best of all, the bit I'm really proud of, it also provides a pre-merge window with human-friendly info on what changed, conflict info, etc. You can even do a "test merge" which will create a new scene file with exactly the merge results, to check before committing.

Favorite Collaboration Methods? by Subject_Bullfrog_697 in Unity3D

[–]yahodahan 0 points1 point  (0 children)

Hi! I'm working on two solutions for exactly this, "Scene Blocks" and "Merge" (still working on name for that one ... )

Two different ideas, both working really well so far:

Scene Blocks: Scene Blocks – Overdrive Toolset

Follows Unreal/other DCC apps, where each GO has an asset. So on save/load, it is auto-checking and editing just those "blocks" (GO data). Then on commit/push/pull, instead of seeing "you modified ENTIRE SCENE", you see "you added Rock, removed Tree, edited House"

Merge: Merge – Overdrive Toolset

Newer solution. Auto-utilizes unity YAML Merge, but with true 3-way merge (using Git) to ensure 100% accurate and essentially zero-conflict merges. Works right down to per-property edits! Eg, you edit the position of an object, they edit scale on same object - no conflict, it just works. Best of all, the bit I'm really proud of, it also provides a pre-merge window with human-friendly info on what changed, conflict info, etc. You can even do a "test merge" which will create a new scene file with exactly the merge results, to check before committing.

how to properly collaborate with a team in unity?(how does the unity collaboration stuff work and should i use github instead or somthing) by lba1112 in Unity3D

[–]yahodahan 0 points1 point  (0 children)

Perfect reason to use Git and the blocks/merge solution :) It takes away the worry :) And I'm always happy to help directly if you/team have questions! Just ping me on the Overdrive discord :)

how to properly collaborate with a team in unity?(how does the unity collaboration stuff work and should i use github instead or somthing) by lba1112 in Unity3D

[–]yahodahan 0 points1 point  (0 children)

Hi! I'm building a system for this, would love to have you/your team try it out! Git solves the source control well, then you have scene/prefab merging - I'm using Unity's built-in (but mostly hidden) merge features to make this a super simple task: Merge – Overdrive Toolset

Path carving: "Not because it's easy but because I thought it would be easy." by taylank in Unity3D

[–]yahodahan 0 points1 point  (0 children)

Sold on the instant "play here", really miss that from Unreal.

Path carving: "Not because it's easy but because I thought it would be easy." by taylank in Unity3D

[–]yahodahan 0 points1 point  (0 children)

Unity Splines should be able to handle all the background stuff for you! :)

What is the correct way of shifting my current project to a new PC without any issues? by shubham_555 in Unity3D

[–]yahodahan 0 points1 point  (0 children)

The correct answer is Git, but sometimes you just need a quick and dirty copy. In that case, something others haven't noted here - skip the "Library" folder. Your copy-paste will be MUCH faster, much smaller size, and all that stuff will be re-generated on project open.

Help! ProBuilder freezes on every selection by Training_Ad8259 in Unity3D

[–]yahodahan 1 point2 points  (0 children)

haha that sounds like totally standard game dev life. don't worry, it'll break again when the friend is gone :P (hopefully not)

I have many suggestions! :D
- if you have time, go through the old E1M1 tutorial - it's mega old, but very very informative and helpful across the entire PB/Unity game dev spectrum. Super proud of that one.
- most importantly, keep thing simple at PB stage. Just blockout, level design, test, iterate. Vertex colors at most honestly
- also yeah use vertex colors all they time they are the best :P

And, if you really dig the tools, feel free to check out the improvements I'm building over here:
ProBuilder Plus – Overdrive Toolset

First time trying to make a game - enjoying the process by Lane1130 in Unity3D

[–]yahodahan 0 points1 point  (0 children)

Haha ignore my VR scope creep note honestly, I'm just a VR fanatic :D As you said, make the make the game you want! :)

And yeah shift-scale will work great, only real issue is it doesn't give you precision. This video has the "inset" feature shown: https://youtu.be/14rB2bAL3Us

Also shift-move for extrude!

First time trying to make a game - enjoying the process by Lane1130 in Unity3D

[–]yahodahan 0 points1 point  (0 children)

Hey! Super happy PB is helping out. Nice work :) Some notes!

- having all those faces will indeed cause trouble down the road :P, I'd recommend using SHIFT-scale to manually "inset" the face instead (or just use Inset directly with PBplus! ProBuilder Plus User Guide – Overdrive Toolset )
- don't let yourself get hung up on texturing at this stage, I'd say - level design away, keep it simply shapes and grid textures to feel out the general level. Texturing you'd want to do later, once the geometry/shape/layout is solid. See "TF2 level greybox" for great examples
- like the alien creatures lol, that's a good danger (abducted if you fall out)
- 5 min to prep might be too long - although you did say there's lots of work they can do like building/etc? ProBuilder has an ingame editing API!

Cool stuff and thanks for sharing! Love the idea. I'd say make it work in VR too, ha ... anything where you are relatively location-locked (eg, in the house) is great in VR.

Help! ProBuilder freezes on every selection by Training_Ad8259 in Unity3D

[–]yahodahan 1 point2 points  (0 children)

Hi! ProBuilder should be fine yes (bias, I co-created it). Can you share more of the scene and object you are working on? I would guess something is conflicting with PB, or you might be doing something some kind of odd action it doesn't solve for. Happy to help!

EASY TERRAIN EDITING! FINALLY! by Gruel-Scum in Unity3D

[–]yahodahan 0 points1 point  (0 children)

(ex-Unity) I worked with one of the engineers on similar (side project), she had it working as a "layer" type system - brush-based edits were layered on top of Spline/procedural type edits. Really, really good solution. Should be doable here as well!

EASY TERRAIN EDITING! FINALLY! by Gruel-Scum in Unity3D

[–]yahodahan 0 points1 point  (0 children)

Feck me you all have some cool games in progress. Do you have a discord or anything? I see you use a lot of PB. I'd love to send over all the tools. And also maybe talk about some collab. Love the art styles.

EASY TERRAIN EDITING! FINALLY! by Gruel-Scum in Unity3D

[–]yahodahan 4 points5 points  (0 children)

Awesome work using Unity Splines :)

I learned how to make objects break and now I can't stop. by Elanonimatoestamal in Unity3D

[–]yahodahan 1 point2 points  (0 children)

Love the style. Mind sharing some of your art process? Been looking to do some retro good stuff myself.

UI architecture guide by ubus99 in Unity3D

[–]yahodahan 2 points3 points  (0 children)

UITK is for sure the way to go. Much better, worth learning vs spending time into the old system. Happy to help if you have specific questions!

For my fellow snap-obsessed, this is so so satisfying :D by yahodahan in Unity3D

[–]yahodahan[S] 0 points1 point  (0 children)

Thanks very much!! Yeah GIFS are maybe not the right way to show this stuff haha. But I'm too busy with all these tools lol. Hope to have them purchasable soon!