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Questions tagged [version-control]

Version control is the management of changes to code, documentation, assets and other files for a project.

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This could be answered from a perspective of Unity dev, or generically for programming - either would be beneficial. I'm working on a game and am using two packages, More Mountains' TopDownEngine (for ...
Jesse Williams's user avatar
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0 answers
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I'd like to set up a version control system for an artist I'm working with who is going to be designing a lot of images for a game. My initial thought was Github, but git requires extra setup for ...
kitfox's user avatar
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I am facing a problem with my UE5 project: I am hitting the maximum amount of space my current account allows for git, including LFS. Some assets are very large, so I cannot use anymore my git ...
senseiwa's user avatar
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In the latest Unity editor 2021.3.25f1 LTS, I'm trying to directly import the following package from github: https://github.com/yasirkula/UnityNativeFilePicker/releases/tag/v1.3.0 But when I import ...
tribbloid's user avatar
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The source for my Godot 4 game is public and open. With exports targeting Web, Linux, or Windows this was just fine. However, now I'm trying to target macOS with an export as well. This includes ...
Jeroen's user avatar
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Our team is currently working on a live service game (A game that will be updated regularly post-launch) and is using a trunk-based development strategy. The trunk-based development strategy is great. ...
qris's user avatar
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I have a question and I haven't found a topic, which fits it. I want to create a small mobile game and I plan to work on it with some friends later on. Do you guys have any tips for me how I can use ...
Crimsonshade's user avatar
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759 views

I'm starting to see how to do multiview rendering from different view in one pass. This needs D3D11_FEATURE_DATA_D3D11_OPTIONS3 to be checked but the D11 sdk 11_0 don't know this flag and after a web ...
philB's user avatar
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I have decided to work with multiple branches (Art, mechanics, packages etc.) on SourceTree but I noticed that Unity reloads everytime I switch between branches and I can't access a prefab from ...
Sedanur Yesilnacar's user avatar
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I created my Unity project with a 2020 version and now I'm using 2020.2.0f1. Recently, I realized that using the latest LTS version is the best choice for games that are in production or about to ship....
Ali's user avatar
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I'm just beginning to collaborate on a project with a second programmer. Unity Collab was causing issues with my teams unity causing 40 minute load times which was absolutely unmanageable. Since then ...
Gaian Swine Helmers's user avatar
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I've just installed the Unity quick search package. This is an editor extension which each developer should choose if they want installed or not. My problem is that because this was added as a package ...
Bobby Tables's user avatar
3 votes
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I was having trouble where Git shows a lot of changes (for my case, about ~3000 diff change since I have many objects in the scene) after saving a scene (.unity file) in Unity, even though there are ...
kkl's user avatar
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I have recently joined a amateur studio as the single programmer. The previous programmers have left me the project folder. Upon trying to create a repository and a new remote to have version control ...
ManoTech's user avatar
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1 answer
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Is there any good workflow/tooling for having good version control on spreadsheets for game data? Ideally something that supports branching or merging. Google spreadsheets allow people to edit data ...
nialna2's user avatar
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Is it acceptable to store files that aren’t binary and diffs between versions are not important in Git LFS? Examples of these files include: .obj .stl .mtl large .csv data dumps etc I know that I can, ...
GammaGames's user avatar
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I'm wanting to release a free version of an app to which I've already made a paid version. I simply copied the project to another folder: The project is initially the same as the paid application ...
Boneco Sinforoso's user avatar
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1k views

Back in the day it worked, but for some reason in my new projects it isn't. Every other asset's difference is shown correctly in a text format (i.e. .prefab), only ...
Tudvari's user avatar
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2 answers
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Hello Game Development Stack Exchange, I and a couple of collaborators are working on an Unreal Engine project, we do not share a common network, which meant that using a local network storage to ...
NaturalistUbuntu's user avatar
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170 views

Our team are very new to Unity but has a strong programming background. We have created a Unity project that will allow us to control a simple model (imported asset) using some scripts. The project ...
Ali's user avatar
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15 votes
3 answers
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I'd like to see the changes made in a scene (.unity file) before I commit them to git. I have looked into several GIT/Unity solutions but all of them are made for merging changes and not for showing ...
lilotop's user avatar
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1 vote
3 answers
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So I have this tile-based game (something like Farmville). As "tile-based" implies, the save data could potentially become very large. Game saves are stored on cloud, and any change to the save data ...
Mark Ang's user avatar
3 votes
1 answer
152 views

I'm attempting to rearrange a Unity project that is under source control. Two problems: In order to maintain the relationships between assets, I need to use Unity's API or interface. But when I move ...
jzx's user avatar
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0 votes
2 answers
199 views

I'm using a Source Control Management tool (git) for backing up configurations, code etc. But how do I manage art assets and other game assets that are in binary formats, and tend to be big (animators,...
thinkingUnity's user avatar
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I have my editor configured to use git as my VCS. I have my own server in which the repo is hosted. I followed the GIT with Unreal 4 guide. My problem is that I cannot find the "Check Out" option in ...
Ignacio Ruiz's user avatar
-1 votes
1 answer
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I'm trying to set up version control for my group, but I'm having trouble getting GitHub to work (I'm brand new to it, and version control in general). It keeps saying "Could not commit sub-modules: [...
Sie's user avatar
  • 129
3 votes
3 answers
2k views

When does a game version change from x.x.x.x to x.x.x.x+1 like from 1.0.0.0 to 1.0.0.1 or from x.x.x.x to x.x.x+1.x ? or from x.x.x.x to x.x+1.x.x ? or from x.x.x.x to x+1.x.x.x ? Should the ...
Dlean Jeans's user avatar
1 vote
0 answers
554 views

I'm trying to come up with a good Unity dev collaboration solution for a company where TFS is used as main version control system. I've setup the Unity projects to create metadata and store all as ...
Rene Schulte's user avatar
5 votes
2 answers
263 views

My team is working on a Unity game, and we are using a mercurial repository on BitBucket. Whenever we update, all of the behaviours 'fall off' of state machines, behaviours, etc. When searching for a ...
saffronsnail's user avatar
3 votes
1 answer
695 views

QUESTION (Short version) I am going to use the Unity Test Tools asset to do unitary testing. Q: Do I have to commit the ...
Xavi Montero's user avatar
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26 votes
3 answers
8k views

It occurred to me the possibility that while, for example the game engine, is being worked on simultaneously by multiple people how is overwriting prevented? Let's say developer one is working on <...
Ethan Webster's user avatar
36 votes
3 answers
35k views

I want to put an Unreal Engine 4 project under source control with git. (I know the editor has Perforce and Subversion support, but I don't care for those.) What folder and files do I include in the ...
rioki's user avatar
  • 2,866
2 votes
2 answers
439 views

We use svn at work, but the repository is getting pretty large, so checkout times are long, as is update when artists batch process all assets. The problem is that we also store work in progress, ...
DaleyPaley's user avatar
  • 2,079
11 votes
3 answers
7k views

Is it usual to manage not only source code, but all assets, textures, art, documentation files, etc under git repository for version controlling? For example I wanna to get back old version of texture....
Edward83's user avatar
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1 vote
1 answer
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I'm a single developer trying to use Git (I'm told it's much better than SVN) to keep track of my XNA project. Would I copy my project into a bare repository and then add the files? If so, do I need ...
William Osborne's user avatar
15 votes
3 answers
10k views

We are experiencing some problems with GIT and Unity. It occurs pretty often that file .sln / .csproj give us some trouble, so after searching for a while on the web I've found that maybe this files ...
Max's user avatar
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32 votes
4 answers
48k views

Does anyone know if there's a best practice for labeling game versions. I'm not sure if there's a standard name for it other than versioning but what I mean is basically: 1.0 1.1 1.2 1.3.1 beta
clifford.duke's user avatar
19 votes
3 answers
4k views

In an automatically created libgdx project, what files can I safely tell Git (or other revision control systems) to ignore? I'm considering these: ...
Zhen's user avatar
  • 1,316
4 votes
2 answers
764 views

For a new project in UDK, I'd like to set up a Git repository for version control and a CruiseControl.NET-based continuous integration solution. The good news is that he first part seems easy enough ...
Martin Sojka's user avatar
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7 votes
2 answers
2k views

As a developer I'm used to Subversion for source control and I think it's great for sharing source code between developers. Now thinking about my graphists and game designers, they need to have a ...
Andy M's user avatar
  • 173
13 votes
5 answers
2k views

I have started working on a personal project using Unity with a friend and we've set up our own source control system. I am aware of the fact that there are many types of files, namely those that are ...
Dollarslice's user avatar
  • 3,490
4 votes
3 answers
2k views

Recently I've started thinking about how to layout the directory structure for my game engine. And well, I kinda hit a little snag. There's going to be 2 people working on this project. Me and one ...
Wynand Pieterse's user avatar
29 votes
11 answers
3k views

We need something where we can check files out, edit them, check them back in and then build from the them. Something like Google Docs where we can edit the same code at the same time would be a ...
steakbbq's user avatar
  • 469
14 votes
7 answers
795 views

I have an online game where players get to shape the world in some way - eg. Ultima Online's housing, where you get to build your houses directly onto certain parts of the world map. These are changes ...
Kylotan's user avatar
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26 votes
4 answers
2k views

I recently started using Version Control with my projects (even though I'm working alone on them). I find that it gives a nice way to keep history of the whole development process (with issue tracking)...
Jesse Emond's user avatar
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3 votes
1 answer
2k views

Another developer and I have begun to experiment with the Unreal Development Kit and have installed the UDK to our local computers. He's been toying around and experimenting and has some basic code ...
Shaun's user avatar
  • 188
29 votes
3 answers
5k views

While developing the assets for the game, (meshes, textures, sounds, videos) ho do you manage them? Keeping them together with the source code inside the versioning system? (perforce, git, etc…) Or ...
user avatar
114 votes
6 answers
45k views

There are a lot of version control systems available, including open-source ones such as Subversion, Git, and Mercurial, plus commercial ones such as Perforce. How well do they support the process ...
31 votes
7 answers
13k views

I have a Unity project without any version control, and I need to share it with another developer so that both of us can work on the project. What strategies should be use that play nice with Unity ...
Dr. Snoopy's user avatar
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