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So I got two separate workstations, one Plastic is correctly ignoring all paths I entered in the ignore.conf file. The other workstation, with...
So I took some more time to look into this. I mistakenly took "private" files as the ignored ones. I noticed that Plastic has both "private" and...
Hi Carlos. Thanks for inquiring on this and sorry for the late response. I ended up solving it by manually saving all "pending changes" files in...
Thanks for your response Carlos. Much appreciated. Yes this is correct. Apparently got conveniently converted into the ingore.conf file back when...
[ATTACH] So I just found out if you select "Always select private files", that Plastic starts to automatically select any new created files, or...
I noticed that Plastic SCM is listing newly created files (in this case .cs script files) under "added and private". Issue is, that all my...
I have to agree. I really tried to give Plastic SCM a chance and was happy for a more professional solution. But from the beginning I had so...
Hey Carlos, thanks for checking in on this topic. Actually I had updated both clients to Version Control 1.17.2, after having those "waiting...
I actually removed the Plastic SCM plugin in Unity for now, to hopefully solve another very severe issue with not being able to get two client...
Thanks a lot, this solves my issue for now. Didn't spot this checkbox yet. Still weird that this behaviour exists, while I had never issues...
Hi guys, I think I have issues with Plastic SCM plugin constantly triggering Unity functions on file path management, when editing prefabs in...
Thanks for your reply. I'm on Version Control 1.15.18 and am running Unity 2020.3.33f1, while experiencing this behavior.
It's a small issue but still annoying. Every time I enter Play-Mode, Plastic starts to look for any changes made in workspace. As soon as it...
Encountering the same issues described here with 2020.3.2f1 currently. ~1 GB sized project is currently building for 40 minutes and still not...
Since version 2020.3 Unity already includes the "Json .NET" (v12) as a package found in the package manager. Note that the "Json .Net for Unity"...
So Update() IS required in this case, this is not possible to do within a Coroutine yielding anything other than "null"?
I'm not sure if I understand this. Basically I can boil it down to this. private int _minutes; private IEnumerator CalculateTime() {...
I've run into the same issue and found this thread via search. I'm having a Coroutine calculate in-game-time on both the host and the client over...
I had the same error and found your thread in the search results. Thank you so much, it solved my issue too. I had a disabled but duplicated...
Have you found more feedback on this or decided yet how to do it? I'm in the same boat. About to implement Mirror as my network multiplayer...