(assuming everything you want is under a directory named "src".) (The second command again is optional and just shows you stuff)Īdd all the files you just copied to git, and optionally admire the the results: git add src (The 'ls' and 'git remote' commands are optional, they just show you stuff)Ĭopy the 10000 files and millions of lines of code that you want to put in the repository: cp -R /src. Move to directory, and see what we've done: cd This might ask for credentials (if github repository is not 'public'.) Import the nearly empty repository from github: git clone Ĭreate and navigate to some top level working directory: mkdir Optionally you can add caching of credentials, so you don't need to type in your github account name and password so often. I used the same name as I used in github, but I think (not sure) that this is not required. I think the e-mail must be one of the addresses you have associated with the github account. Step 4: Tell git who you are: git config -global user.name "" (Links in answers above and online help at github should suffice to do these steps, so I don't provide detailed instructions.) Step 2: Create a new repository, typically with a README and LICENCE file created in the process. (Mac or Window GUI looks to be available at but I haven't tested this, and don't know how transferable this will be to the GUI.) I expect this will all work on a Mac command line. I'm on a Unix box, using the command line. The scale of the disaster is truly something like having the planet catapulted into the sun for the crime of thinking about employing rational best-practices.I didn't find the above answers sufficiently explicit, and it took me some time to figure it out for myself. I have to say, revision control, reusable code, and similar in unity is a complete, awe-inspiring disaster the likes of which I have never before seen. Layers that apparently will have to be pretty complicated. None of them seem to work for us without writing our own rcs hook layers. For a little while I thought there might be some reasonable workarounds. I've been trying to avoid this until our next project rolled around. But we can't, and we're left having to pay $300 for something that handles a problem that's solved by free software with none of the include / library functionality of a normal editing environment (and we don't even get merge or diff for the unity stuff! or locking on anything! seriously!). None of this would be an issue if you could just configure the damn unity editor and tell it where to find the Plugins and Editor folders. Unity just seems to hate the idea of having code used outside project scope. Not that SVN does that particularly well. Not if you want to have reusable code outside project scope. When you are the anvil, bear - when the hammer, strike."Ĭlick to expand.Unfortunately, no. "For all your days, prepare, and meet them ever alike You'd be able to re-create most of the project. This is a bit clumsy, but if you export every couple of days, say, it will at least save you from a total loss. package is a binary file, Subversion would not be able to efficiently store it, and you'd have major size problems. Note that you should not store it in Subversion. package somewhere else on your harddrive. package that includes all of your Assets, Materials, Scripts, etc - basically everything except Standard Assets, and make a backup copy of the. Update: Something else you can do to increase coverage. The more you can protect from loss, the less you have to re-create. Even if I completely lost an application, re-creating the levels, etc, would be doable.Įven if the majority of your work is in the Unity Editor and not storable in Version Control - store something. blend file (in a separate directory), and of course it works fine on my Script files.īecause I'm a programmer, the projects I'm working on are more script- and model-based, so this gives me, if not complete coverage, at least most of the key pieces in Version Control. Have you considered using Subversion for partial coverage of your project? For instance, I use Subversion on my Blender.
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