Jump to content

Search the Community

Showing results for tags 'workflow'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Plastic SCM
    • General
    • Installation and configuration
    • Unity 3D
    • Unreal Engine
    • Plastic SCM on Mac
    • Plastic SCM on Linux
    • Gluon
    • Git interop
    • Integrations
    • Community Edition
    • Branching and merging
    • Announcements
  • Plastic SCM 4.0 Beta (Closed)
  • Plastic Cloud
    • General
    • Configuration
  • SemanticMerge
    • General
    • License
    • SCM's configuration
    • Share your experience!
    • External Parsers
  • GitJungle
  • Method History for Subversion
  • PlasticX Early Adopter Program's General Feedback
  • PlasticX Early Adopter Program's Issue Reporting
  • PlasticX Early Adopter Program's Feature Requests
  • PlasticX Early Adopter Program's Announcements

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL







Found 1 result

  1. Hello, We would like to know what the proper/ideal workflow would be that would allow the following situations: Developers work with the regular Plastic GUI Our developers are the ones actually working in the main scene in Unity, so they need to know when models are ready. Artists work with Gluon Artists edit the .blend files, but we want to use only the exported .fbx files in Unity (for lower import times since we work with tens of thousands of files). So we have another location on another plastic repo where these source (blend/substance/indesign etc) art files are stored. They edit these, export them as fbx / image files and then check them in the unity project repo. (Its a seperate repo because we reuse many assets in different projects, therefore no cloaked folder outside the unity project) When we have interns or new artists, we want senior modellers to be able to review their work before their .fbx gets updated in the unity project. For example to make sure there is no wrong normals, proper material/texture names, applied locations etc. Since these would mess up prefabs if the corresponding .fbx would be wrongly updated. Ideally we want to use the gluon system of checking out and locking models so everyone in the team knows which files not to touch. And every changeset can be seen by all members of the team. However, as far as i know this does not allow proper reviewing. Meaning if our game-designers/developers would notice an update was made to a file, they might think it's ready to be used. Ofcourse we use a ticket based system, which keeps track whether a model is 'in progress', 'testing' or 'done'. And artists could add the status in a changeset, but it's not ideal that the developers will have to keep checking those to keep track of model status. If we would let the reviewing happen on the art source location, we lose a part of the overview on all the models. Only artists will be able to see the actual status of models, since only artists are part of this repo. And since the model will only be placed on the unity repo once it's finalised, the changesets developers can see in their repo will contain jumps from, for example v1.0 -> v2.0 instead of v1.1 -> v1.2 etc. And if all senior modellers are ill or on holiday, developers cannot easily take over the reviewing as they will need to 'pull' the entire art folder or learn and use Gluon. Which just does not seem ideal. Can we for example let the intern check in the changes while keeping it locked, but manually/automatically transfer this lock to a senior artist, so they could review it first and then release the lock if the review was passed? Meaning a developer would try to use a model and see it's locked, it's not to be used and if it's not locked, it's free to use. How would we set something like this up? Thanks in advance.
  • Create New...