"Dog Planing Learning Net"website Address: Http://unity3d.com/support/documentation/Manual/ExternalVersionControlSystemSupport.html the official offer, but it costs money. You can use SVN.
turn to someone else's interpreter: Unity3d official website from the translation, if you do not see, you can see, this is also my own encounter more troublesome things, often under the Windows submit, and then update the Mac under a bunch of unrelated, some can reimport can be good, some to re-association, The trouble is, because we missed something. Not submitted to version control.
- To build a project in Unity3d, such as: Initialunityproject, you can add some assets package or put it in the future plus it doesn't matter, I usually just start is empty project, empty scene, then save, Some asset can be added selectively at the time of use, or a bunch of things will look troublesome.
- Edit->project settings->editor, select Enable, I was in 4.3.1, installed the default is disable, here to open up, so that your asset each will have meta file generation, You can use UltraEdit and so on to look at the inside of the things, note that this file is best not to modify and delete, submit to SVN, this file is text, SVN can merge the
- Exit Unity3d, of course you can save your empty scene
- Delete all the files and directories under the library, but the following files are to be preserved, in fact, some of the configuration things:
- Editorbuildsettings.asset
- Inputmanager.asset
- Projectsettings.asset
- Qualitysettings.asset
- Tagmanager.asset
- Timemanager.asset
- Audiomanager.asset
- Dynamicsmanager.asset
- Networkmanager.asset
- But under the Mac is more funny, it does not automatically generate the cache directory, he will generate other such as preview, but the cache will not, if you reimport, then he will error, It says it cannot be copied from temp to cache. It is unclear why he did not create, suspected to write the program is a bit of a take for granted, did not determine whether the directory exists. So under the Mac, you want to create the next cache directory, or you may not know the error.
- Import the project folder to the SVN server with the following command line:
SVN import-m "Initial Project import" Initialunityproject Svn://my.svn.server.com/myunityproject
- You can check out the entire project from the SVN server, and any developer within the group can
SVN Co svn://my.svn.server.com/myunityproject See if all the assets files below are already under version control.
- Recommendation: You can set up a ignore for the Library, if you use the command line SVN propedit svn:ignore myunityproject/library
SVN will open a text editor and add all directories and files except for the following files into this text
- Editorbuildsettings.asset
- Inputmanager.asset
- Projectsettings.asset
- Qualitysettings.asset
- Tagmanager.asset
- Timemanager.asset
- Audiomanager.asset
- Dynamicsmanager.asset
- Networkmanager.asset
- When the project is opened with Unity3d, some lost files will be completely re-established, such as the library was deleted by us, if not, you can use Reimport all
- Finally, you can use SVN commit.
SVN ci-m "Finishing Project import" Myunityproject
Some points of note: (1) Unity3d binary resources must be locked for version control because it has no way to merge; (2) Unity3d generated by the C # project related documents, including vs generated or mono generated, do not need to be included in version control;
(3) When a new entry is added, Unity3d will produce a. meta file with the same name, which records a unique 64-bit GUID for this file, which must be uploaded, otherwise there will be a variety of missing exceptions (such as script miss, etc.)
(4) For the Library folder, there are several. Asset files need to be version managed: Timemanager Tagmanager Qualitysettings Projectsettings NetworkManager InputManager Editorbuildsettings Dynamicsmanager Audiomanager Even so, when you use editor for development, you need to change the scene's. Unity file frequently, and this is binary, so you need to lock and not merge. The difficulty of parallel development is still relatively large, unity3d is more suitable for individual developers and smaller team development, for large team development, whether from version management or code structure, are not very convenient and natural.
Disclaimer: This document is from the "Dog Planing Learning Network" community, is the Netizen self-published Unity3d study articles, if there is any content violated your relevant interests, please communicate with the official, we will deal with the real-time. More Highlights: www.gopedu.com |