Jump to content

EdTech

Members
  • Posts

    4
  • Joined

  • Last visited

Everything posted by EdTech

  1. I figured out the issue. All of us already HAVE the project on our systems, and there's this unexplained part of the process where you have to somehow convert your current project into the cloud repository . . . but then that local project is the one that won't connect. It seems you require us to ignore that perfectly functioning project, open up a brand new, blank project, and then pull down ANOTHER copy of the project. If I do it that way it works, but the "Master" version of the project that I used to upload to the repository in the first place . . . THAT one will not connect to the plugin. EDIT: Although . . . someone else on our team had the same issue and the only way he was able to solve it was a reboot. I too rebooted before it ended up working for me. I just didn't think that was the issue, but maybe it was. Because they weren't trying to create the initial repository at all. They were working in a completely blank project, etc. So it's possible the real solution is just a reboot.
  2. With the latest version of Unity, opening it directly still causes it to open Hub to select which project to open. So I can't really avoid Hub like I could before. SCM is installed in the default path. I don't know how to tell if I'm running Unity with an elevated user. I noticed that when I copied ignore.conf into C:\Program Files\PlasticSCM5 it told me I would need to provide Adminstrative approval. Yes, "cm" gives me the Plastic SCM command line. In what way should I "review permissions"? Thanks!
  3. Hello, I have the same issue. I'm using Unity Hub, so the location of my Unity plugin is a bit different. Maybe that is the issue? C:\Program Files\Unity\Hub\Editor\2019.4.4f1\Editor\Data\Tools\VersionControl I can connect and push changes from the Plastic SCM app. I just can't connect to the plugin from inside Unity. Looks like the same issues:
×
×
  • Create New...