Git was built to deal with these issues, but unitys current workflow is just frustrating borderline unbearable.Īnyway, Unity is a fantastic learning tool, just these growth pains from small to medium teams are incredible. It becomes an incredible bottle neck and impossible to avoid toes. Guess it's time to ask the person who controls the scene to update something. But wait - what If you forgot to prefab something and someone else built on it. Ok, well let's just let one person update the scene and everyone else update the prefabs. But then how do you assemble prefabs in a scene? Who owns the scene? What if - unity forbid - two people edit the same scene? Yes, there is the scene merge tool, but a about 30% of the time something will just break. This means you have to use prefabs, and prefab everything. The inspector is just terrible practice (but easy) for medium sized project as it just hides program logic around the place and leads very quickly to spaghetti games. I've found sometimes inspector variables unlink due to weird metafiles that were pushed by a teammate, effectively losing hours of work. Git is bad due to scene conflicts leading to terrible behaviour. Unity collaboration is terrible due to missing features such as branching and limited storage. Working on a unity project with 3+ people is a nightmare. P4merge unity how to#More than c# debugging needs, I desperately need workflow issues solved or tutorials on how to work on a medium sized project with unity.
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