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Showing results for tags 'xlinks'.
Hi all, I'm looking to build up a library of Unity 3D components, and re-use them in a variety of projects to get more milage out of my code. Plastic's Xlink system seems perfect for that application, except when I connect different Unity repositories together using Xlink I cannot access the linked assets and components in the linked project. Assets and scripts for example, do not come up in the Unity editor hierarchy, even though they are appearing in the back end folder structure. I think I've clearly misunderstood how to integrate plastic and Unity. I would greatly appreciate if someone could give me some suggestions on how to manage a decentralized approach with Unity and plastic. Ideally, I would like to be able to edit each of my components in separate projects to keep a clean project hierarchy etc. I assumed creating a structure like this would be trivial, but I clearly am mistaken.
Hi! Is it possible to create a readonly partial xlink targeting a subfolder inside the same repo that contains this xlink? I'm aware that I could separate code into multiple repos, but my scenario is the following: * I have a few existing libraries (in subfolders) with years of history inside a single repo. * In the subfolder of the main application inside the same repo, I'd want to add xlinks to bin-folders with pre-built binaries from the above libraries (pointing out a specific branch/changeset for each such bin-folder). * I don't want to move the above libraries into separate repos, since that would break the line of history. * Also, I'm interested in the technical limits of xlinks, simply knowing if they can be pointing inside the same repo. If so, they could be used as checked-in replacements for symlinks (on Windows)! And another question: a partial xlink can only be created from the command line, but can it be edited from the GUI (without becoming non-partial) ? Best regards, Göran W.