Unity Collabが廃止されてUnityVersionControlになった
Unity Collabが廃止されてUnityVersionControlになった
* broke the guide up into "best practices", "PlasticSCM setup" & "Github setup" to make updating and expanding easier. link below still works!
* updated best practices to include note to use prefabs in the main scene (@happyrobot33.bsky.social suggestion)
Keep in mind this is NOT a in-depth guide but the basics and that i'm no professional writer. If anyone wants to give me a hand refining it feel free to DM!
wiki.virtualabs.cloud/guides/VRCha...
* broke the guide up into "best practices", "PlasticSCM setup" & "Github setup" to make updating and expanding easier. link below still works!
* updated best practices to include note to use prefabs in the main scene (@happyrobot33.bsky.social suggestion)
(Not financial stock. I'm not a gambler. Except I'm an indie gamedev, which is absolutely gambling.)
(Not financial stock. I'm not a gambler. Except I'm an indie gamedev, which is absolutely gambling.)
Why in my headcanon, PlasticSCM merge links read as Hohmann Transfers.
Why in my headcanon, PlasticSCM merge links read as Hohmann Transfers.
Notes on using PlasticSCM and Unreal
https://unreal-garden.com/tutorials/plasticscm-cheat-sheet/
#UnrealEngine
Notes on using PlasticSCM and Unreal
https://unreal-garden.com/tutorials/plasticscm-cheat-sheet/
#UnrealEngine
We've been using this more and more in @reviewboard.org, including in the upcoming PlasticSCM / Unity Version Control implementation we're hoping to release soon.
We've been using this more and more in @reviewboard.org, including in the upcoming PlasticSCM / Unity Version Control implementation we're hoping to release soon.
I was choosing the latter because
I was choosing the latter because
PlasticSCM is much better in this regard and relatively affordable, but it's hard to trust the future of it after being acquired by unity
PlasticSCM is much better in this regard and relatively affordable, but it's hard to trust the future of it after being acquired by unity
But for git, I can't help you I'm afraid! I tend to avoid it. My past game projects have been in Perforce and SVN.
But for git, I can't help you I'm afraid! I tend to avoid it. My past game projects have been in Perforce and SVN.
Diversion is a new one I haven't personally tried but looks good - www.diversion.dev/version-cont...
PlasticSCM - www.plasticscm.com
Diversion is a new one I haven't personally tried but looks good - www.diversion.dev/version-cont...
PlasticSCM - www.plasticscm.com
Branching and merging is simply terrible! I'm forced to commit my pending changes when I try to merge the main branch into my branch. Why?
Is this kind of a Jedi challenge to withstand hate? 😳
Branching and merging is simply terrible! I'm forced to commit my pending changes when I try to merge the main branch into my branch. Why?
Is this kind of a Jedi challenge to withstand hate? 😳
bsky.app/profile/ffyh...
If u'r using git it should be fairly easy to set it up that he can get the project. 20GB would require a paid account though I think
bsky.app/profile/ffyh...
If u'r using git it should be fairly easy to set it up that he can get the project. 20GB would require a paid account though I think
I simply cannot recommend it! Use git (or any other) instead!
#Unity3d
I simply cannot recommend it! Use git (or any other) instead!
#Unity3d
I know perforce is the norm but honestly with 1-2 people it might more cost effective not to use it.
I found git in UE kinda awful, granted I didn't do much with the community plugin so maybe that'd have been better
#gamedev
After a bunch of back and forth with support and finally a call with them, it turned out to be some bad cached data on their end.
Glad I finally got it sorted, they were very helpful!
#solodev
#indiedev
#gamedev