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Can I share max file assets with external version control support like I can with Unity Asset Server?
Specifically the way we used to do things when we used Unity Asset Server is that the artist would drop a max file into the project, Unity would presumably convert it to FBX under the hood, and when the artist submitted the asset the meta data, etc would come along with it. Other people (who did not necessarily have Max installed) could update and see the asset just fine.
When we switched to using external version control (specifically SVN), this pipeline doesn't work anymore. Every time I start Unity it modifies the .meta files (removing a bunch of data that used to be there) and complains that 3ds Max isn't installed.
My question is two fold:
- Am I supposed to be able to do (Max file sharing) while enabling external version control, or do I have to tell our artists to export everything to FBX manually?
- If I am, is there a bug in the latest Unity 3 beta that prevents that from happening?
Yes, this is a big deal for us as well -- we can't afford 3ds $$anonymous$$ax licenses for everyone on the $$anonymous$$m just so they can import .max assets into Unity. Tetrad, were you able to resolve this issue?
@yoyo, we just worked around it by having the artists export FBXs themselves and checking those in.
We're now checking in the .fbx files too, which is better, but has introduced a new problem. If the artist does not check in the associated .meta file then Unity may crash on startup when another user attempts to import the .fbx file. Unity does update the .meta file on the second user's machine, and a second attempt to launch the editor works (unless there are more .fbx files to import, sigh ...), but it's irritating for users and breaks our nightly build.
@Tetrad, have you experienced this?
Answer by Graham-Dunnett · May 31, 2011 at 12:00 PM
If you are using SVN (or any external version control software) the asset and it's associated meta file must be checked in together. (As per the information at http://unity3d.com/support/documentation/Manual/ExternalVersionControlSystemSupport.html).
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