We put the RespectReadonly.cs file (below) in our Assets/Editor directory. Our experiments with simultaneously editing prefabs on separate machines turned out great. This means we don't have to lock our prefabs.
We use Edit->Project Settings->Editor->Mode->Meta Files and Asset Serialization->Force Text. Even if you're just a hobbyist it seems worth it - hobbyist photographers spend more on their camera equipment, yeah?)
much faster render times postprocessing effects and more, all for $1500 / person. But I've been a source control enthusiast ever since 1999 old habits die hard.
I'm certain I spent more time working out our source control system than I actually would have spent redoing work after collisions between me and Paul.
#Unity local smartsvn repository trial
It took me a lot of trial and error to get here, so hopefully this will save other people some time. In the interim, here's our source control policy and system. This is what we do, and you could do it too, or use it as a starting point. If you're using Unity with someone else, or plan to someday, please vote up the issue - I just used all my votes on it - so we can all work on a team easier sooner. So hopefully they'll work on this more and roll it out for those of us not using Team, because it seems weird to me that we should pay an additional $500 per seat for a single function. But even without that, it won't write over readonly files and with a little modification (which I did) it will protect you. It's intended to be used with Unity Team, which is an additional $500 and out of my price range, where it will grey out things in the inspector you shouldn't be able to edit.
#Unity local smartsvn repository free
I haven't tried it with Unity Free but it partially works with Unity Pro. So, after Googling and searching Unity forums and spaces for answers fruitlessly, I contacted them directly, and they sent me a plug-in. Unity is the first tool I've used that doesn't seem to respect the flag.īecause of this, it seems like everyone I've talked to who uses Unity on a team has their own set of voodoo for dealing with this stuff, whether it's "whiteboard checkouts" or just living with the occasional collision. The read-only flag is how I've made sure team members don't bash each other's changes ever since we first used SourceSafe with Die By The Sword at Treyarch in 1999. Unity will let you go ahead and modify the files anyway. So even if your source control package sets your binary files to read-only while someone else has them locked/checked-out. Turns out that Unity doesn't respect the read-only flags on your files. Once I tried to synchronize work with Paul, though, I realized it's not so simple. I've heard people complain about Unity's source control capabilities before but always assumed they were solvable if we used something external that had binary file locking, like SVN or Perforce. You'd think with a name like "Unity" it would be easier to use on a team.