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Xavier

Project Settings - Unable to check out

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My company recently switched to Plastic for our Unity projects.
If we enable the version control plugin of Plastic in Unity, we often face this problem:

A third-party plugin tries to write to the project settings of Unity, or wants to write to its own project setting asset and fails, because the corresponding assets is not checked out.

Is there a way to make the version control plugin automatically checkout these assets?
Or is there another way to deal with this issue?

Here's an example of an exception we get regularly:

Unable to checkout 'ProjectSettings\GvhProjectSettings.xml'. Project settings were not saved!
UnityEngine.Debug:LogError(Object)
Google.Logger:Log(String, LogLevel) (at Z:/tmp/tmp.cfOHeQ7pJN/third_party/unity/unity_jar_resolver/source/VersionHandlerImpl/src/Logger.cs:103)
Google.ProjectSettings:Save() (at Z:/tmp/tmp.cfOHeQ7pJN/third_party/unity/unity_jar_resolver/source/VersionHandlerImpl/src/ProjectSettings.cs:410)
Google.ProjectSettings:Set(String, Boolean) (at Z:/tmp/tmp.cfOHeQ7pJN/third_party/unity/unity_jar_resolver/source/VersionHandlerImpl/src/ProjectSettings.cs:119)
Google.<SetBool>c__AnonStorey1:<>m__0() (at Z:/tmp/tmp.cfOHeQ7pJN/third_party/unity/unity_jar_resolver/source/VersionHandlerImpl/src/ProjectSettings.cs:154)
Google.ProjectSettings:SavePreferences(SettingsSave, Action, Action) (at Z:/tmp/tmp.cfOHeQ7pJN/third_party/unity/unity_jar_resolver/source/VersionHandlerImpl/src/ProjectSettings.cs:135)
Google.ProjectSettings:SetBool(String, Boolean) (at Z:/tmp/tmp.cfOHeQ7pJN/third_party/unity/unity_jar_resolver/source/VersionHandlerImpl/src/ProjectSettings.cs:153)
GooglePlayServices.SettingsDialog:set_UseJetifier(Boolean) (at Z:/tmp/tmp.CbcF1w0aJu/third_party/unity/unity_jar_resolver/source/PlayServicesResolver/src/SettingsDialog.cs:225)
GooglePlayServices.PlayServicesResolver:CanEnableJetifierOrPromptUser(String) (at Z:/tmp/tmp.CbcF1w0aJu/third_party/unity/unity_jar_resolver/source/PlayServicesResolver/src/PlayServicesResolver.cs:2281)
GooglePlayServices.PlayServicesResolver:ResolveUnsafe(Action`1, Boolean, Boolean, Boolean) (at Z:/tmp/tmp.CbcF1w0aJu/third_party/unity/unity_jar_resolver/source/PlayServicesResolver/src/PlayServicesResolver.cs:1621)
GooglePlayServices.<ScheduleResolve>c__AnonStorey5:<>m__0() (at Z:/tmp/tmp.CbcF1w0aJu/third_party/unity/unity_jar_resolver/source/PlayServicesResolver/src/PlayServicesResolver.cs:1590)
GooglePlayServices.PlayServicesResolver:ExecuteNextResolveJob() (at Z:/tmp/tmp.CbcF1w0aJu/third_party/unity/unity_jar_resolver/source/PlayServicesResolver/src/PlayServicesResolver.cs:1449)
GooglePlayServices.PlayServicesResolver:ScheduleResolve(Boolean, Boolean, Action`1, Boolean) (at Z:/tmp/tmp.CbcF1w0aJu/third_party/unity/unity_jar_resolver/source/PlayServicesResolver/src/PlayServicesResolver.cs:1603)
GooglePlayServices.PlayServicesResolver:ExecuteMenuResolve(Boolean) (at Z:/tmp/tmp.CbcF1w0aJu/third_party/unity/unity_jar_resolver/source/PlayServicesResolver/src/PlayServicesResolver.cs:1810)
GooglePlayServices.PlayServicesResolver:MenuResolve() (at Z:/tmp/tmp.CbcF1w0aJu/third_party/unity/unity_jar_resolver/source/PlayServicesResolver/src/PlayServicesResolver.cs:1825)

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Hi,

We are in contact with the Unity guys so they can enabe to edit a file with forcing the user to manually check it out. Specially for files taht are not binaries.

Could you also open a ticket with the Unity team? You can CC us in the topic.

Regards,

Carlos.

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Hi Carlos,

is there already progress on this issue?

Best,
Frederick

On 2/25/2020 at 10:33 AM, calbzam said:

Hi,

We are in contact with the Unity guys so they can enabe to edit a file with forcing the user to manually check it out. Specially for files taht are not binaries.

Could you also open a ticket with the Unity team? You can CC us in the topic.

Regards,

Carlos.

 

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Hi,

The problem with our current Unity plugin is their scm interface forces the plugin to checkout the file before modifying it. A workaround could be to keep these files always as cheched out so they can be edited (eg: via custom script).

By the way, we are working on a totally new custom Unity plugin that doesn't have these limitations of their scm interface. Hopefully it will be released very soon.

Regards,

Carlos.

 

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