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Unity 5.5b Collab with a Massive Project?
Okay, I've upgraded to 5.5 beta so that I could help my friend with his game, and I'm liking it so far, but my friend would like to help me on my game... there's a problem.
My game is 11.5 GB and counting. my internet takes about two hours to upload 500 MB.
This wouldn't be a problem if it didn't keep failing to upload, because I can wait.
It says that it timed out, i don't have permission, it cannot submit changes to the server, or maybe some other errors.
So if anyone has any ideas on how to get my project to upload, please tell me. Thank you.
$$anonymous$$ight be time to learn a valuable skill:
I know, but I use Collab on my friend's project, and it's exactly how I want it.
Answer by Daemonhahn · Nov 01, 2016 at 06:14 PM
If your game is that large you really need to try optimising , at that size you should have an area the size of skyrim, of roughly The same detail.
If that's not the case, try optimising. Export models at lower qualities, atlas your textures so there are less individual files, and ensure that you are exporting to decently compressed file formats. Audio files are often another easy to Lower file size asset.
Seriously though Look into asset bundles, and look into scriptable objects so you can potentially lower your prefab count. If you wrap most of your data in scriptable objects, you can make changes without ever touching a scene meaning collab commit s will b be less than 1MB. Most of my commits on a 3D VR project with an island the size of Wales commits 1MB updates and entire project size is 1.2GB and that's without me finishing file size optimisations
It has about 6 maps nearly the same size as Skyrim or about the same size, but optimizations can and will be made.
I was kind of asking if maybe I could upload it in chunks, so that it doesn't fail.
From personal experience with collab even if it fails it will resume where it left off so yes you might Have to commit a few times but no matter how bad your connection is eventually it'll go through. Only the first upload should be big, after that as long as you haven't lumped everything in one scene it'll only upload changes you make. If you have your entire map in one scene, ins$$anonymous$$d look at asynchronous loading and injecting the parts of the map into the current scene as the player moves across it into new areas.
I guess I'll just dedicate a few days to uploading it and hope it works, thanks!
When it said it timed out, I was thinking that it's restarting, maybe, maybe not.
You should really just consider using git, bitbucket gives you 1gb which more than enough to be honest you just need to filter out your files (your project size will not be the same as your commit size)
Answer by Mookkeli · Nov 01, 2016 at 10:05 AM
If your friend lives somewhere close to you, maybe you can copy your project to memory stick and give it to your friend. If that's not an option. I don't know, because your internet is too bad to upload anything.
Putting a copy on a physical device is a solution to backing up a project, but it is defibately not an alternative to source control. Source control allows key things making copies doesn't, such as versioning control and the ability to merge multiple "branches" of the same project into one playable usable project.
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