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Question by mononull · Jan 14, 2013 at 09:46 PM · gitmergeversion controlmerging

Git Version Control Merging

If I'm branching different versions of a Unity project with Git, is Git's 'merge' command reliable? I haven't tested anything, but I assume using the command to merge branches would cause some conflicts. Does anybody use Git for their projects? I'm wondering if I will have to export asset packages from one branch and import them to the master branch to manually merge the project changes. Anybody have input on this?

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avatar image mononull · Jan 14, 2013 at 10:16 PM 0
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http://devblog.phillipspiess.com/2012/06/17/unity-3-5-free-and-source-control-lessons-learned-from-7dfps/

this dude talks about how his $$anonymous$$m used Git merging...basically they had to make sure they didn't work on the same assets congruently. so at this point im assu$$anonymous$$g the 'merge' command works fine if asset changes are managed between $$anonymous$$m members. if anybody has any thoughts i'd appreciate it. i'm going to be working with high school students who have never used anything, so i'm trying to work out any potential problems now

avatar image XaeroDegreaz · Feb 25, 2013 at 08:04 PM 0
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I know this is a bit late, but have you tried using Git UniTEA$$anonymous$$ from the asset store? It's an editor extension that lets you manage your Git versioned project.

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Answer by nsxdavid · Feb 25, 2013 at 09:03 PM

We use git on all our projects. Make sure you are using meta files and in "Force Text" mode.

Setup a .gitignore to exclude appropraite things. Here is the one we use:

 Library/
 Temp/
 *.pidb
 *.csproj
 *.unityproj
 *.sln
 *.userprefs
 [Bb]uilds/
 
 #######
 # Git
 ######
 *.orig
 *.orig.meta
 *.BASE.*
 *.LOCAL.*
 *.REMOTE.*
 *.MERGED.*
 
 #################
 ## Eclipse
 #################
 
 *.pydevproject
 .project
 .metadata
 bin/
 tmp/
 *.tmp
 *.bak
 *.swp
 *~.nib
 local.properties
 .classpath
 .settings/
 .loadpath
 
 # External tool builders
 .externalToolBuilders/
 
 # Locally stored "Eclipse launch configurations"
 *.launch
 
 # CDT-specific
 .cproject
 
 # PDT-specific
 .buildpath
 
 
 #################
 ## Visual Studio
 #################
 
 ## Ignore Visual Studio temporary files, build results, and
 ## files generated by popular Visual Studio add-ons.
 
 # User-specific files
 *.suo
 *.user
 *.sln.docstates
 
 # Build results
 [Dd]ebug/
 [Rr]elease/
 *_i.c
 *_p.c
 *.ilk
 *.pch
 *.pdb
 *.pgc
 *.pgd
 *.rsp
 *.sbr
 *.tlb
 *.tli
 *.tlh
 *.tmp
 *.vspscc
 .builds
 *.dotCover
 
 ## TODO: If you have NuGet Package Restore enabled, uncomment this
 #packages/
 
 # Visual C++ cache files
 ipch/
 *.aps
 *.ncb
 *.opensdf
 *.sdf
 
 # Visual Studio profiler
 *.psess
 *.vsp
 
 # ReSharper is a .NET coding add-in
 _ReSharper*
 
 # Installshield output folder
 [Ee]xpress
 
 # DocProject is a documentation generator add-in
 DocProject/buildhelp/
 DocProject/Help/*.HxT
 DocProject/Help/*.HxC
 DocProject/Help/*.hhc
 DocProject/Help/*.hhk
 DocProject/Help/*.hhp
 DocProject/Help/Html2
 DocProject/Help/html
 
 # Click-Once directory
 publish
 
 # Others
 [Bb]in
 [Oo]bj
 sql
 TestResults
 *.Cache
 ClientBin
 stylecop.*
 ~$*
 *.dbmdl
 Generated_Code #added for RIA/Silverlight projects
 
 # Backup & report files from converting an old project file to a newer
 # Visual Studio version. Backup files are not needed, because we have git ;-)
 _UpgradeReport_Files/
 Backup*/
 UpgradeLog*.XML
 
 
 
 ############
 ## Windows
 ############
 
 # Windows image file caches
 Thumbs.db
 
 # Folder config file
 Desktop.ini
 
 
 #############
 ## Python
 #############
 
 *.py[co]
 
 # Packages
 *.egg
 *.egg-info
 dist
 build
 eggs
 parts
 bin
 var
 sdist
 develop-eggs
 .installed.cfg
 
 # Installer logs
 pip-log.txt
 
 # Unit test / coverage reports
 .coverage
 .tox
 
 #Translations
 *.mo
 
 #Mr Developer
 .mr.developer.cfg
 
 # Mac crap
 .DS_Store
 
 # Server.dat
 server.dat


You may not need all of that, but its a good start that works. Remember that git does not version folders, so avoid empty ones (some plugins and tools create them... bla!).

In theory you can merge scenes since in Force Text mode they are simple YAML files. In practice... forget about it. Better to just have only one person work on a scene file at a time to avoid the headache.

Other than, you should have no issues other than issues git throws at you. :)

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