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Subversion and Unity Projects
I've had a bit of experience with Unity Pro and loved the version control system integration, but am now not using Unity Pro anymore and am finding it difficult to know how to properly use Subversion to store my project.
The times I have used version control it has failed some time into the project often because files were included and monitored by svn that later would be erased by Unity (temp files, etc).
Does anyone have any advice on how to set up a unity project to work with Unity? (which folders/files to include and which to ignore, for example) For your information, I'm looking to store the project, in it's entirety, in one repository, for the ease of going back and forth between a fellow developer and I.
Thanks in advance.
Answer by Kryptos · Aug 29, 2012 at 07:55 AM
There is a page in the documentation about it: Using External Version Control Systems with Unity.
There is also already a topic on Unity Answers: Version control workflow.
So basically, you should add to the versioning everything from Assets/ and ProjectSettings/ but nothing from Library/. Don't forget to activate the .meta files and to add them to the versioning.
reminder: since Unity 3.5, meta files are available with the free (indie) version.
I posted an answer previously very similar to this, but then I read up on the page at http://docs.unity3d.com/Documentation/$$anonymous$$anual/ExternalVersionControlSystemSupport.html. It says, close to the top, "External Version Control is a pro-only feature." So I deleted my answer again... this guy's exact problem is that he doesn't have Unity Pro anymore. I don't think you can enable .meta-files in Unity Indie. Can you? I don't know for sure, because I started using it after my company bought Unity Pro. >_<
As you can read in the topic on Unity Answers, meta files are available in Indie version since Unity 3.5. You can find that same information on the release notes of Unity 3.5:
Generic external version control (.meta files) is now available in the free version.
The page of the documentation is outdated on this point.
Thanks muchly, guys! That was exactly what I needed. CHPedersen, next time don't delete your answer too soon, it was the right one and the one I used to solve this.
$$anonymous$$ryptos is right, also, meta-file enabling is available to Indie licenses, the documentation is simply (woefully) out of date.
Thanks again, guys, it worked like a charm.
Answer by JustGoodDesign · Nov 07, 2013 at 11:51 PM
You might appreciate Good SVN by Just Good Design on the Unity3D Asset Store
When we first started out using SVN we ran into multiple conflicts every time the project changed. For that reason, Good SVN broke down the commit functions into 3 main categories - all at the push of a button.
Update/Commit Assets for code you’re working on or any file in the Assets directory.
Update/Commit Project Settings for things like input settings, publishing settings and so on
Update/Commit Files for items you’ve selected in Unity3D’s Project window (or right-click and item)
Because these are the things you’ll use on a daily basis there was no need to commit the entire directory every time you make a change. If that is something you need, we also added a SVN > External Folder > {Command}
Like most of these Windows solutions Good SVN uses TortoiseSVN. Good SVN can also be used on the Mac with TortoiseSVN and CrossOver. See this video for more info.
[2]: http://www.justgooddesign.com/
[5]: http://www.justgooddesign.com/products/unity3d/good-svn/
[7]: http://www.justgooddesign.com/products/unity3d/good-svn/
[9]: http://www.justgooddesign.com/products/unity3d/good-svn/
So sorry for posting SO late but it came up in search for unity community pref.for whih subversoin,,is meta ,now in 2019 really that much better than say perforce or plasticSC$$anonymous$$ ?
If not which of the later two really is going to hold oer time as the best choice?
Thx
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