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ryancassell

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Posts 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?

    1834313073_ScreenShot2022-06-24at11_23_14AM.png.52709734f099e9b3f35462c5aa60b7c9.png

  2. 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.

  3. 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:

    1. On partner's computer, add empty Game Objects to the prefabs and save them.
    2. On my computer, make some changes to the prefabs that originally weren't syncing.
    3. Checkin my changes through the check in window
    4. On partner's computer, pull the changes and it will ask to resolve conflicts due to those empty game objects
    5. Resolve the conflicts by choosing the incoming changes
    6. From then on, any changes to those prefabs shouldn't be missing anymore.
  4. 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?

  5. 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.

    DeleteChangeset.png.72980ee193de2fd4f4a8fa4a43fbe9ef.png

  6. 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.

  7. 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.

  8. 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.

  9. 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.

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