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

Git and ProBuilder

Discussion in 'World Building' started by falconfetus8, Jan 1, 2019.

  1. falconfetus8

    falconfetus8

    Joined:
    Feb 4, 2013
    Posts:
    17
    I have an issue with how ProBuilder interacts with Git. ProBuilder stores the currently-selected face inside your scene's .unity file, which makes merging a nightmare. If two people select different faces(usually because someone unknowingly clicked a face when flying around), then it will show up as a merge conflict.

    Normally, I would add user-specific stuff like this to my .gitignore. After all, the selected face isn't really *part* of the level geometry, it's just a UI thing! Sadly it's embedded within the .unity file, which means I'd need to ignore the entire scene. Is there a way to make ProBuilder *not* save this data in the scene file?

    Thanks in advance!
     
  2. jonagill_rr

    jonagill_rr

    Joined:
    Jun 21, 2017
    Posts:
    54
    You can enable the experimental "Meshes are Assets" feature in the ProBuilder preferences. This will store all the meshes in a separate assets folder, although they're all given unhelpful generated names. We also noticed some considerable slowdown when using that feature, since it would trigger massive numbers of disk reads when selecting geometry. YMMV, but it's the only way to do what you're asking AFAIK. (Acronyms!)
     
  3. gabrielw_unity

    gabrielw_unity

    Unity Technologies

    Joined:
    Feb 19, 2018
    Posts:
    957
    Hi! Yep, we're aware of this and will get a fix together ASAP. It's not a small change, so I can't promise anything short-term, but it's definitely coming. Thanks for the note!
     
  4. falconfetus8

    falconfetus8

    Joined:
    Feb 4, 2013
    Posts:
    17
    It's been 10 months. Is this still on your radar?
     
  5. gabrielw_unity

    gabrielw_unity

    Unity Technologies

    Joined:
    Feb 19, 2018
    Posts:
    957
    Nothing new, unfortunately. We have a lot of foundation work before we can do this properly. We do understand it needs to happen (it's a pain for our own personal dev, we feel it).