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Unity Version: 2020.3.22f1 Version Control plugin version: 1:15:18 Ubuntu 20.04.4 LTS Hi! Since the move to Plastic our team has had a lot of different issues with plastic, but so far the most problematic one is that on occasion, at seemingly random times the entire Assets folder gets removed/becomes private and the person this happens to then has to either undo that change or worse (because undo doesn't always work), reimport the entire project while losing the changes they made. It has happened on occasion while baking lightmaps, editing/saving prefabs, working with timelines, saving scenes and always happens while Unity is processing/importing files. Disabling automatic refresh in the Unity plastic options has somewhat helped, but it can still happen at least once a day on some days. Some minor issues we have include Unity not detecting the installed Plastic SCM app, so the Launch Plastic SCM button in the Plastic SCM tab just opens the pop up asking us to install the cloud edition - which is already installed. We also get a ton of Temp and Library folders being created in our project, the Temp files sometimes contain a ADB-Refresh+Long number folder.
Hey Everyone, let's start with some relevant info: Unity version: 2021.1.1f1 Plastic SCM version: 10.0.16.6241 Now for the issue: After turning on the Unity plugin functionality in a checkin that only contained the enabling of the plugin, the indentation width of folders in our project view window has increased significantly, to the point where it is obstructing our work: Before After: We've looked for ways to remove the increased indentation width but haven't been able to find any way of doing so, hence this post. Because of this happening after a commit that only had the change of enabling the unity plugin, we were able to quickly isolate that it was the SCM plugin causing the problem. Any help would be appreciated.
Hi, Recently we have started using PlasticSCM with Unity and we are running into a usability issue with our Scene files. I am wondering whether we are doing something wrong is whether this is the way it is supposed to work. We are using the Cloud edition and everybody is using the gluon approach (i.e. submitting directly to the main repository in the cloud). I have set up the server to lock .unity files to prevent people from working on the same scene files. This is technically working but in practice it isn't particularly great. Let me describe a scenario to illustrate that: Let's say developer A has started making changes in our Scene. As a result the scene file is automatically checked out and everything is looking good. Now developer B also starts editing the same Scene on his/her machine. At this point, when they try to save the changes, the changes are actually stored in the .unity file but it won't be checked out (as it was already checked out by developer A) and Unity will only show the .meta file in the version control window (I didn't set these to locked yet). Now, only when developer B is ready to submit their changes will they notice that their file doesn't show up (or if they are not paying attention they might even mistake the .meta file for the .unity file and think they have submitted). If they go to the Gluon interface they can now see that the file is in he list of changes (as it has been changed) but they can't submit as it isn't checked out. But finding out then is too late as they will lose all the work they have done (as we can't merge they files which is why we set them to locked in the first place). So the system that checks out the scene files automatically when you edit them but still silently allows you to edit them without checking them out if they are already checked out causes a lot of confusion and frustration. I would expect that it would be impossible to edit a file that is not checked out (like it works for settings files). My question now is: Is this expected behaviour? Are we doing something wrong?
Hi, We're evaluating a switch from P4 to Plastic cloud. Our artists like to use the Unity plugin, but we're seeing inconsistent treatment of file types for a small selection of files. Some (not all) of our .unity, .rendertexture, .mat etc files are "txt" on one machine and "bin" on another, so each artists machine automatically reprocesses them and generates a big changelist. Is there a way to specify this on the server? Or at least locally? I don't want to have to create another repo (as that means a long library rebuild for the whole team). We're all configured in the plugin like in the attached image. Thanks, -matt