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What about version control? I remember you had to have Unity Pro in order to be able to use version control with other people in a sane manner.
by s73v3r 12y ago
What about version control? I remember you had to have Unity Pro in order to be able to use version control with other people in a sane manner.
- kendallpark 12y agoYou can set up your own version control via command line. There are tutorials on how to do this and what files types to ignore, etc. You just can't have it integrate into the actual editor... which as programmer is fine by me.
- jsheard 12y agoLooks like that's still a premium feature, but you can get it standalone for $20/m instead of paying the full $75/m for Pro Edition. "Team Licence" http://unity3d.com/get-unity http://unity3d.com/get-unity
- unoti 12y agoIt's super trivial now to set up your own version control at the command line. One check box in editor preferences and I was up and running with my own private free mercurial repos on Bitbucket.
- tomjen3 12y agoI remember this being the biggest pain in the ass with unity, so much so that I did want to use it for team development, so this is huge if they solved it. Do you happen to have a link to which setting to switch?
- unoti 12y agoHere you go! "This is done by selecting Edit->Project Settings->Editor in the application menu and enabling External Version Control support by selecting Visible Meta Files in the dropdown for Version Control. This will show a text file for every asset in the Assets directory containing the necessary bookkeeping information required by Unity. The files will have a .meta file extension with the first part being the full file name of the asset it is associated with. Moving and renaming assets within Unity should also update the relevant .meta files. However, if you move or rename assets from an external tool, make sure to syncronize the relevant .meta files as well." http://docs.unity3d.com/Manual/ExternalVersionControlSystemSupport.html http://docs.unity3d.com/Manual/ExternalVersionControlSystemS...