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Tips About Xlinks and Decentralized Project Management


UnityTime
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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.

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