For my team, complete locking would be unacceptable, because why shouldn't I add a simple prefab reference to my scene while somebody else just tweaks camera settings? So we have a soft locking rule. However, locking is never 100% safe, can always go wrong, and will disrupt your workflow. This makes it easy to take control of any asset. I don't think Git has this, maybe an extension, but I know that PlasticSCM, what we use, can lock files for editing. To make locking more powerful, you can use tools such as file locking provided by source control. We've successfully managed a 7-person student project this way because we only had a single "main" scene. ![]() Of course, this only works for the most important assets, because you can't have tokens for everything. Whoever has the token gets to edit the asset. ![]() a physical token or maybe a Trello card, or just Slack/Discord/etc). You could simply have a convention among your team and use a symbolic lock (e.g. Other assets can also cause merge conflicts, but it's more problematic with files where data changes order (for example GameObjects moved in the hierarchy or things reordered within an array). Please help!!! Let me know any other information you need to diagnose this problem - whether it's a bug or workaround with the program, or a bug or workaround with Unity - thanks!!! (So two questions - how do I consistently get SceneMerge's options to appear on the menu, and how do I get SceneMerge to actually launch my diffing program.Avoid working on the same scene or prefab. would those prevent SceneMerge from working? I also tried creating a new Unity Project (to take my project scene's script error bugs out of the picture), importing SceneMerge's sample scene, running that, saving, making a snapshot, making a cube invisible, resaving, and comparing with the snapshot, and once again it just did nothing. Another factor is the project I imported this into has other script errors, from some other programming bugs that got checked into the project. but so far all I'm dealing with is pure frustration. ![]() It's also very late at night, so maybe I'm missing something here. I'm a seasoned programmer of 10 years, but I am new to Unity - so there could be some Unity bugs / gotchas that I'm not aware of. However, I set the script to run the "C:\Program Files (x86)\Beyond Compare 3\BCompare.exe" instead (since I'm a Beyond Compare guy) and after saving and compiling, even closing and reopening Unity, comparing with the snapshot still does nothing. At first this was because I don't have WinMerge installed. I can take a snapshot, however, comparing with the snapshot simply does nothing. Finally, after restarting my computer, opening the Sample scene, and running it, the diffing options appeared under the menu->File menu. (Btw, I'm running Unity 4.5 on Windows 7.) First of all, after importing it into my project, I could not find it under the Window tab. So I just purchased SceneMerge, and I'm getting some very strange behavior. Requires Unity 3.5.0 or better with the Force Text option on for Asset serialization. Version 1.4 - Added post processors for automatic scene and prefab sorting Version 1.3 - Added support for comparing with SVN changes Version 1.2 - Support for comparing prefabs Version 1.1 - Initial project setup for comparing scenes This package requires Unity 3.5.0 or better since that's when "Force Text" was added as a serialization option.ΔΆ) If you have any scenes that are still hard to compare, please send me the snapshot and the sort file. Where xcode is a free download in the Mac App Store. In the video, I'm using the free Winmerge tool from. For the time being, use your favorite diff tool. In the Unity Google Hangout #2 (18:38), Chuguleh asks "has a lot of scenes and objects where it's difficult near impossible to diff and merge them together" plans to make this better are planned for 4.X, where SceneMerge gives you this functionality in 3.X and later. Although they claim you may run into conflicts, which is what I see often, and by preparing scenes and prefabs in a certain way you can mitagate most of that trouble. In the Unity Google Hangout #1 (39:30), someone asks "would it be possible to merge scenes in team server?" and this package would fit that need. Or maybe you lost a whole day worth of changes in a merge conflict. If you have many people editing your scene, you may have felt pain. Basically it prepares your scene for easy comparison in your favorite diff tool.
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