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ryancassell

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Everything posted by ryancassell

  1. Hi @Trond, I'm sorry that you're experiencing this issue. I tried to reproduce it with PlasticX 11..0.16.7080 on macOS Monterey 12.4 but with no success. I edited a scene and prefab in the Editor and returned to the client's Pending Changes view where it updated automatically. Have you looked in the client's Options menu's What to Show tab to see if Auto-Refresh is enabled?
  2. Hi @roam, that's really frustrating. Have you tried reopening your Unity Project to see if that resolves your issue? If not, then could you tell me your Unity version, OS, and which Version Control package you're on so that I can try to reproduce it?
  3. Hi @Trond, thank you for your feedback! I'll pass this along to the dev team so that we can look into adding this feature back once we can ensure that it doesn't pop up for users that are the ones making the changes.
  4. Hi @JVetulani, I'm sorry that you've been having so many issues with the Version Control package in your project. Unfortunately, the Version Control package does not officially support the Linux platform at this time. Instead, please continue to use the Plastic SCM client as it does support Linux and its various distributions. This is the recommended workflow for Unity users with Plastic SCM on Linux. We will update everyone if our stance on the Version Control package supporting the Linux platform changes.
  5. Hi Peter, you can learn more about Plastic SCM's pricing options here. The short answer is you don't need to purchase additional storage in advance. You will be billed that month for how much storage you use, in increments of 25GB. I hope that helps to explain things. If you have additional questions, don't hesitate to reach out to Plastic SCM Support.
  6. Hi everyone, the release is still in the process of being published. It should be available this week. I'm sorry for the delay.
  7. Hi @LucasM, I'm sorry you've had these issues. We actually just released v1.17.0 of the Version Control package that should address both the lock warnings on your own files as well as the ProjectBrowser.Repaint warnings. Could you download it from the Package Manager in Unity and see if it resolves your issues?
  8. Hi @braian123, thank you for reporting this issue. The Support team is still trying to nail down a consistent repro for why some prefabs lose their references while most don't. What we've discovered is that even when the Inspector values for a prefab are set to 0 or None, if you open the prefab in the Prefab Viewer than the references can be seen there. We think that the references are there but that the Scene View isn't updating to show the actual values. Can you confirm that the prefabs missing references are the same ones whose .meta files are missing or changed? Were the prefabs recently edited before noticing that their references were missing? Can you also see the references if you inspect the prefab in the Prefab Viewer (by pressing Open in the Inspector window of the Prefab asset)? Until we release a proper fix for this, one workaround that has worked for a lot of users is the following: On partner's computer, add empty Game Objects to the prefabs and save them. On my computer, make some changes to the prefabs that originally weren't syncing. Checkin my changes through the check in window On partner's computer, pull the changes and it will ask to resolve conflicts due to those empty game objects Resolve the conflicts by choosing the incoming changes From then on, any changes to those prefabs shouldn't be missing anymore.
  9. When you press the Login or Sign Up button, does a web browser page open up for Plastic SCM that says that you're signed in? If it doesn't then can you visit https://www.plasticscm.com/dashboard/cloud and make sure that you are logged in there? After that, then try again to create a workspace.
  10. In contrast to deleting your changesets, it looks like cm archive would offer you a better solution. It essentially allows you to have specific revisions stored on a USB, external disk or DVD instead of on a cloud or server database. Please give it a look and see if it resolves your situation.
  11. Hi @DigitalJackson, I'm so sorry that you're having issues getting started with Plastic SCM. Have you tried closing and reopening the Plastic SCM window in the Unity Editor to see if that takes you to the second step? It should be advancing automatically after the successful login was verified. Could you attach screenshots of the issue if you're still experiencing it after trying the above suggestion?
  12. Hi @JakubH, thank you for bringing this issue to our attention. I was able to reproduce it on my end. This does look like a regression and I've logged a bug with the dev team. I'm sorry for the inconvenience.
  13. Hi @Goidelify, it is possible to delete a changeset using the external Plastic SCM client. In the Changesets view, you can right-click on a specific changeset, then go under Advanced Options to find "Delete changeset". This should remove the amount of storage taken up by your repo too. Keep in mind that the cloud storage usage takes about a week to update on the Plastic SCM Dashboard.
  14. I'm sorry that your upgrade experience was less than ideal. I'll make a note of that for the team. But I'm glad that your changesets are having owners set again. As for the issues you were having with setting up a distributed workspace with a cloud repo, the issue lies with the view you were currently in. It looks like you were in the Home View for PlasticX, a new UI we've launched that aims to simplify the onboarding process for most users. However, it doesn't currently support setting up sync views like what you're looking for with your distributed workflow. To do that, you'll need to press the back button in the top left, open the Sync to Cloud tab, and create a sync view there between your local repo and your cloud repo. Can you also try switching to your cloud account in that view to see if you get the same LDAP error. If you want to work centralized, where all your changes are synced directly with your cloud repo so that there's no need to push and pull from there first, then you can do that by not setting up the sync view and instead just creating a workspace from your cloud repository. You can do this on the Cloud tab by right-clicking on the repo you want to work on and, instead of selecting "Create a new sync view (push/pull)", select "Create new repository...". Then you can push changes straight to your cloud repo without needing a go-between. I hope that helps to clear things up.
  15. Thank you for sharing these screenshots. That's definitely frustrating to have missing information like that. I would recommend your team upgrade to the latest version of Plastic SCM to see if that resolves this issue.
  16. Hi @LucasM, I'm sorry your'e experiencing this issue. Could you please attach screenshots of the missing user names for your changesets and branches? Could you also tell me which version of Plastic SCM you're using?
  17. ryancassell

    Noob

    Hi @Kingllama, so on your other device you aren't seeing any of the changes you're pushing on your first device, can you look at the bottom right of the Plastic SCM window to make sure that the Plastic URL for your workspaces match? (Specifically, your <repo>@<org>@cloud URL). If the URLs match, then can you open the Changesets tab in the Plastic SCM window of both devices to see if they match, if you're seeing the latest changes there? I'm curious if each device is synced with a different workspace and that might explain why you're not seeing your changes sync.
  18. Hi @RobG88, I'm sorry that you're experiencing this issue with your [SerializeField] values not syncing across machines. I tried to reproduce this on my end using 2022.1.0b16 and Version Control v1.15.16, using string, GameObject, Material and float fields, but I didn't reproduce this issue. Can you provide a couple more details to help me with reproducing this issue? Could you tell me which version of the Version Control package you're on? (You can find this in the Package Manager window) What type of variables are not syncing? Game Objects, Materials, etc.
  19. Hi @SmallHedge, I'm sorry that you're experiencing issues with accessing your migrated projects. Collaborate cannot be enabled since the service has been switched to read only as we deprecate it for Plastic SCM. Can you please email support@plasticscm.com with this information so that we can help recover your organization and get you unblocked?
  20. Hi @SS21, I'm sorry that you're experiencing this error every time you try to build. Ignoring a file from Plastic SCM won't stop the file from being generated by Unity if it's part of the plugin's build process. It just stops Plastic SCM from tracking changes made to it. This sounds like it could be a Crashlytics issue. Have you tried reaching out to them to see if this is a known issue?
  21. Hi Ken, if maintaining your workspace's history is not important to you then it's recommended that you create a brand new workspace using the latest copy of your previous workspace's source. If you'd like to simplify the process, you could delete the .plastic folder in your workspace folder and then add it to a new workspace that you create via the Plastic SCM client. That way you don't need to move your code anywhere but it will let you start from scratch with your project from a source control standpoint.
  22. Hi @soul, you can control access to some of these actions for specific users by updating their Permissions. You could also check out https://www.plasticscm.com/documentation/security/plastic-scm-version-control-security-guide#Preventusersfrommodifyingspecificitemsoncertainbranches for ways to restrict access to specified paths in branches.
  23. Hi Matt, You can tell which client version is compatible with which server version by checking the third number in the client's version number. For example, a 5.4.16.x client will be compatible with a 11.0.16.x server. I hope that helps to clear things up.
  24. Hi @afarrell, I'm sorry to hear that you're experiencing this issue too. Do the missing references happen in just custom components or in Unity-specific ones too (ie. Rigidbody Colliders, Materials, etc.)? Does reimporting the project fix the missing references?
  25. Hi @Fajraglo, I believe I responded to you in the Unity Forums here. Could you check my response there to see if that resolves your issue?
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