Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Duplicating a whole project

Discussion in 'Editor & General Support' started by mattdennis, Mar 4, 2015.

  1. mattdennis

    mattdennis

    Joined:
    Mar 4, 2015
    Posts:
    14
    Hello,

    How do I duplicate/clone an entire unity3d project on a Macbook Pro?
     
  2. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,384
    Copy/Paste the folder?
     
  3. mattdennis

    mattdennis

    Joined:
    Mar 4, 2015
    Posts:
    14
    I just want a duplicate/clone on the same computer
     
  4. DanielQuick

    DanielQuick

    Joined:
    Dec 31, 2010
    Posts:
    3,137
    Copy/Paste the project folder.
     
    Joe-Censored likes this.
  5. mattdennis

    mattdennis

    Joined:
    Mar 4, 2015
    Posts:
    14
    From finder?
     
  6. DanielQuick

    DanielQuick

    Joined:
    Dec 31, 2010
    Posts:
    3,137
    Yes.
     
    mattdennis likes this.
  7. mattdennis

    mattdennis

    Joined:
    Mar 4, 2015
    Posts:
    14
    thanks!
     
  8. unity_76320

    unity_76320

    Joined:
    Oct 19, 2018
    Posts:
    3
    I am new to Unity and I don't understand how you copy and paste the project folder. Any help would be very appreciated.
     
  9. Joe-Censored

    Joe-Censored

    Joined:
    Mar 26, 2013
    Posts:
    11,847
    Nl_Daniel and raverecage like this.
  10. unity_76320

    unity_76320

    Joined:
    Oct 19, 2018
    Posts:
    3
    Thanks! Also,

    Build completed with a result of 'Cancelled'
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

    What is this problem and how do I fix it?
    (I am currently trying to add movement to my tank with the keys, awsd)
     
  11. DeathGOD_7

    DeathGOD_7

    Joined:
    Oct 20, 2017
    Posts:
    6
    Maybe your build settings are incorrect.
    Or you have some error in your console before you started to build.
     
  12. tjmckinney

    tjmckinney

    Joined:
    Mar 9, 2017
    Posts:
    1
    do not copy/paste folder.
    you open up the main copy within unity then assets, export package to new location. now you have a copy of it
     
    Kapanion, JTSuda, Naver78 and 12 others like this.
  13. fehringerc

    fehringerc

    Joined:
    Nov 1, 2019
    Posts:
    1
    You have to duplicate the folder and then add the project using Unity Hub. exporting the package doesn't work when you open the new copy in the editor
     
    zakalicious likes this.
  14. HeatherK

    HeatherK

    Joined:
    Nov 13, 2019
    Posts:
    12
    how do you add the project using Unity Hub? Can someone please list the steps. Thanks
     
    clairep22 likes this.
  15. Moonjump

    Moonjump

    Joined:
    Apr 15, 2010
    Posts:
    2,571
    Go to the Unity Hub and press the Add button, then select the project folder.
     
  16. MaxAtEclipse

    MaxAtEclipse

    Joined:
    Feb 25, 2020
    Posts:
    6
    The "cleanest" way I've found is to:
    1. From inside your project, go to "Assets" -> "Export Package"
    2. Name the package whatever you like, then
    3. Create a new project
    4. From inside the new project, go to "Assets" -> "Import Package" -> "Custom Package"
    5. Find your package, and import whatever you need! :D
     
  17. zKingRox

    zKingRox

    Joined:
    Sep 12, 2019
    Posts:
    1
    Thank you for this because I want to make a mobile version of my game!
     
    AProject23, oliillo and Kapanion like this.
  18. dogunity

    dogunity

    Joined:
    Jul 28, 2020
    Posts:
    5
    My requirement is slightly different, in that, I want to Clone a project and make a variation of it. Now here are the methods I tried (& the issues I faced)
    1. made a duplicate of the whole folder, (say myFirstProject), renamed the folder to mySecondProject - I thought I would then open the project & do the necessary changes but I notice that in the services section - I still see the Project Name as myFirstProject and also its project ID is also same as the first one's. I think this may cause me some issue differentiating between the projects in the unity dashboard - am I wrong? Hence, I thought I'll be smart and did the next step...
    2. made a duplicate of the whole folder, renamed it, deleted the content of ProjectSettings & Logs folder in this new copy. While trying to add this as a new project (by selecting the new folder), it gave me some warning that it needs to configure the project (as it may not have been able to find some critical settings) - Now when the project finally opened, it is broken (as in, the game doesn't work as it should - for eg. physics/gravity is not working).
    3. then I tried the export/import method - wherein I opened my existing, working project & exported it. Then created a new project and imported the custom package (the one I had exported) but still the issue of game not working properly remains - what gives?
    All I wanted to do was make a variation of my existing, working-fine game - what is the best way to go about it?
    I can start from scratch but that would be quite time-consuming

    TIA
     
    bazkie_bumpercar likes this.
  19. bobisgod234

    bobisgod234

    Joined:
    Nov 15, 2016
    Posts:
    1,042
    Start using Git and create a branch.
     
  20. PraetorBlue

    PraetorBlue

    Joined:
    Dec 13, 2012
    Posts:
    7,722
    Yeah - version control is the best answer to this whole thread.
     
    Kurt-Dekker and dogunity like this.
  21. dogunity

    dogunity

    Joined:
    Jul 28, 2020
    Posts:
    5
    Let me try this - thanks!
     
  22. bdspvl

    bdspvl

    Joined:
    Jul 15, 2017
    Posts:
    5
    Very easy I just did this twice.. First got the original and made a copy of the project folder. Next rename the folder with a new name. Third open the new named folder and change it as the previous new new name. Now you should have a copied folder with the new names. When you load the project, it will have the new names and will work as before. Now one problem I saw is if you don't rename the second folder, your project title will show two titles that are different... the new name and the OLD name! Also in the Assets, Scenes folder, you will see a file in it with the old name ... confusing and not good! Other than that, when you startup Unity Hub, it will show the variations of the old projects with their various old and new names! Makes it easier to keep track of what you are doing and it WORKS! Any questions contact me at email : bdspvl@gmail.com ... Barry
     
  23. StarArcher

    StarArcher

    Joined:
    May 23, 2020
    Posts:
    12
    This worked well for me. (I agree GIT would be the more/better approach in the long run)

    But this doesn't carry over the Build or Player settings. So there were some manual tweaks I needed to make after I imported into the new project... things that didn't carry over simply by importing the Assets:
    A. Add the scenes to Building Settings ("File" -> "Build Settings")
    B. Set my icons ("Edit" -> "Project Settings" -> "Player" -> "Icon"
    C. Fix the Allowed Orientations for Auto Rotation settings ("Edit" -> "Project Settings" -> "Player" -> "Resolution and Presentation".
    D. ... etc ...

    In general, carefully compare the Build & Player settings from your First project to the New.

    Nevertheless, this worked
    :)
     
    oliillo likes this.
  24. Zedimasterali

    Zedimasterali

    Joined:
    Mar 17, 2021
    Posts:
    2
    Even I
     
  25. sb5kov

    sb5kov

    Joined:
    Jul 31, 2021
    Posts:
    1
    It depends on what you are doing. If you want to create a new game based on an older one, source control isn't the answer, as you want to keep them separate. If you are making a different version of an existing game, then yes, source control is the answer.
     
    mikeiavelli likes this.
  26. Crussel

    Crussel

    Joined:
    Jun 27, 2022
    Posts:
    1
    As far as i know, that's why we have a branch option.
     
  27. danosono

    danosono

    Joined:
    Jan 22, 2019
    Posts:
    45
    Version control works beautifully for making a new version of the same game! But it's kinda scarry at first. Do it. I am using Github Desktop with an LFS subscription which costs $5/month. So easy to switch back and forth.

    When opening the project in Unity, you are opening the same project and using Git to access different stored versions of this project. Is this stated correctly?

    Game version 1 = main.
    Game version 2 = branchVersionOfMain

    What would it look like to ever make the branch its own entity?

    NewStandaloneGame (main) - which is actually branchVersionOfMain

    What happens in Git to make this happen? Just a curiosity; not something I am currently wanting to accomplish.

    Thanks,
    Danny
     
    mikeiavelli likes this.
  28. PraetorBlue

    PraetorBlue

    Joined:
    Dec 13, 2012
    Posts:
    7,722