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Unity's version control component has been upgraded to Plastic SCM.

"Hold on! Checking for changes" on every start of Unity project

Discussion in 'Unity Collaborate' started by Artaani, Oct 22, 2017.

  1. jobo22

    jobo22

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    @ryanc-unity I am also getting the checking for changes again. I know that the problem was fixed for me when I updated to collab version 2.0 preview or something (around a year ago), but now its showing I'm on version 1.2.16, and there is no update for me to update to. If I check the changelog, I don't even see a version 2.0 in the history. I'm using Unity 2019.2.0f1. Hope this can get fixed! Thanks.
     
  2. Ryan-Unity

    Ryan-Unity

    Unity Technologies

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    Hi @jobo22, if you're not seeing any 2.0 versions of Collaborate then could you double check if you have preview packages available in the Package Manager? Open the Package Manager window, then, under the Advanced dropdown of that window, make sure that "Show preview packages" is enabled. After that, then you should see a "See All Versions" option under Unity Collaborate that should show you all available v2.0 packages.
     
    jobo22 likes this.
  3. jobo22

    jobo22

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    Thank you! I don't get checking for changes anymore :)
     
    Ryan-Unity likes this.
  4. BigRookGames

    BigRookGames

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    Nov 24, 2014
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    Is there a way to disable collab completely outside of Unity? I changed the ProjectSettings file to (Collab = 0) but it still is checking for updates with the message. I just enabled collab and right as it was nearing completion of files uploads Unity crashed. Now everytime I open unity it crashes immediately after that prompt.
     
  5. Alterego-Games

    Alterego-Games

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    @EdBoon Yeah, if you open the Package Manager you can remove Collab completely from your project.
     
  6. backwheelbates

    backwheelbates

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    Jan 14, 2014
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    btw, I removed the Collab package as well, yet Im still getting "Checking for Changes". Is this happening to anyone else?
     
  7. AcidArrow

    AcidArrow

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    Yeah, I guess in collab's case they did make it a package, but there is still code to F*** us up left in the project. Aren't you glad the collab team spent so much time making the POS client into a package?

    In any case, you need to also disable the service from the services. Otherwise it doesn't matter whether you have it installed or not, it will still check for changes.
     
  8. backwheelbates

    backwheelbates

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    I don't want to disparage the collab team or their hard work, just trying to find a way to disable it. Thanks!!
     
  9. AcidArrow

    AcidArrow

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    As I said, you need to also make sure it's disabled in the services tab. It can still be "ON" even with the package removed.
    upload_2020-5-4_8-17-16.png
     
  10. backwheelbates

    backwheelbates

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    I actually had collab turned off here as well.

    Update: I thought the fix below worked, but still "checking for changes" even with this.

    Set inProgressEnabled to zero in VersionControlSettings.asset.

    Code (CSharp):
    1. VersionControlSettings:
    2.   m_ObjectHideFlags: 0
    3.   m_Mode: Visible Meta Files
    4.   m_CollabEditorSettings:
    5.     inProgressEnabled: 0
     
    Last edited: May 4, 2020
  11. backwheelbates

    backwheelbates

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    Still not having any luck to disable Collab. Everything is off, yet still "Checking For Changes". I can also see the collab status icons, and right click menus as well for some reason.

    @ryanc-unity, is there an "Off" switch in the works?

    Thanks everyone!
    Annotation 2020-05-04 152736.png
    Annotation 2020-05-04 152735.png
     
    Last edited: May 4, 2020
  12. Marc-Saubion

    Marc-Saubion

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    643
    Have you tried reimporting your project? Gettint a clean start could help if.

    Worse case scénario, create a new project, make sure collab isn't in it an importe your asset folder and project settings.
     
  13. leos_unity

    leos_unity

    Unity Technologies

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    Which version of the editor are you using? And, you can confirm that there's no reference to "collab" in ProjectSettings.asset?
     
  14. backwheelbates

    backwheelbates

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    Hi @leos_unity,

    It looks like after restarting my computer and Unity, collab isnt activated, but after a few hours of working, suddenly it becomes activated again. I have collab disabled, and the package removed.

    I did just notice one thing, it only becomes active after switching back from Visual Studio. Is there something in the visual studio plugin that triggers it?

    Thanks for any ideas!!

    2020.1.0b7.3556

    Code (CSharp):
    1.  
    2. cloudServicesEnabled:
    3.     Build: 1
    4.     Collab: 0
    5.     UNet: 1
    6.  
     
    Last edited: May 6, 2020
  15. leos_unity

    leos_unity

    Unity Technologies

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    Thanks for the info -- this helps narrow down what to look at. It is definitely strange that the editor starts up with collab disabled, but somehow enables it after a few hours. We will take a look to see if we can get more clues. Fingers crossed.
     
    backwheelbates likes this.
  16. DevelUnity

    DevelUnity

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    May 24, 2020
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    Logged in just to write to you.
    Unity developers, I understand that you are hardly Junior.
    But please tell me why you are not using multithreading?
    Reactive programming?
    MVP?
    RX?
    Hold on it is 2012.
    It's already 2020 in the yard.
    Why is the logic of Unity made in such a way that the project is loaded by copying it into the current project. Things like libraries downloaded from Assets?
    Why can't you immediately go to the folder where the assets are located?
    This will save you a lot of time.
    As an experienced developer in Java, I don't understand you, I just don't understand ...
    Answer me please
    And sorry for my broken english
     
  17. Marc-Saubion

    Marc-Saubion

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    It won't.

    The library folder isn't a copy of the asset folder, it's your projet files converted from their source counterparts. That means you don't have to worry about files being one specific format or textures being sized with power of 2. It also means that Unity will deal with settings like having a texture size limitation for one specific platform.

    That's a very time saving feature and you'd have to be insane to ask and pay for your artists to do that themselves.
     
    AcidArrow and hippocoder like this.
  18. lo-94

    lo-94

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    Nov 1, 2013
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    How stable are the recent preview versions of Collab? Considering upgrading from 1.2.16 to preview.22 for v2 but want to be sure it isn't known to blow up projects.
     
  19. AcidArrow

    AcidArrow

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    2.0 was a strictly worse experience for us.
     
  20. Ryan-Unity

    Ryan-Unity

    Unity Technologies

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    Hi @DespairBear, we recommend the preview Collab package to teams that are frustrated with the "Checking for Changes" dialog on larger projects and are willing to switch to a manual check for changes instead.

    If you're looking for more advanced source control features, then I'd recommend you try out the Plastic SCM Unity plugin, which you can learn about more here. We also have an easy-to-use migration tool that'll smoothly transition your Collaborate project to Plastic SCM.
     
  21. Ryan-Unity

    Ryan-Unity

    Unity Technologies

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    Hi @arko2, since your project is so large, you can get around much of these issues by moving to Plastic SCM, which has Unity integration supported as far back as 2018 LTS. You can easily migrate your project to Plastic, load the Plastic plugin from the Asset Store, and be good to go. No crashes while uploading large projects, no auth issues, and it'll be supported from 2018.4 onward.
     
  22. AcidArrow

    AcidArrow

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    Just keep in mind that PlasticSCM charges by full repository size, including history, and not by project size. Make sure you read PlasticSCM's pricing really closely before doing anything.

    Also, it's unclear, but Collaborate may move to a PlasticSCM at some point?
     
  23. Ryan-Unity

    Ryan-Unity

    Unity Technologies

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    @AcidArrow, Collaborate and PlasticSCM are looking into ways to merge into a better product that can offer the scalability and advanced features of a robust source control system that is also smoothly integrated into the Editor and is easy to ramp up on regardless of technical proficiency. We'll have more updates on this plan in the future, but right now both tools are separate offerings that will be supported.
     
  24. AcidArrow

    AcidArrow

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    I have a feeling I'll be disappointed when the pricing of the merged service gets announced...

    In the meantime, the constant urging for people using Collaborate to switch to PlasticSCM, when one offers 25GB project size, and the other 5GB repo size feels... weird.

    Frankly it feels like you're telling me "Oh, you want a Collaborate that works? That'll be 34$ per month please!"
     
  25. Ryan-Unity

    Ryan-Unity

    Unity Technologies

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    Hi @AcidArrow, after double checking the current Plastic storage pricing model, it looks like you can get up to 100GB of storage for just $20/month. Compare that to the $24/month you'd need for the equivalent storage packs in Unity Teams and it feels like Plastic is the better deal. Plus, with additional users over the included 3 costing $7 per person on both services, from my math it seems like Plastic's pricing comes out slightly better.

    Granted, this was just some super quick calculations and I may not be taking your project's and team's specific needs into consideration. But the goal is for Plastic's pricing to be fair for the amazing service it provides. If there's a pricing configuration that's ideal for your team that doesn't seem fair by comparison to Unity Teams, then please let us know so that we can fix it.
     
  26. AcidArrow

    AcidArrow

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    Collaborate uses project size and PlasticSCM uses repo size, which can easily be 5+ times larger than project size, so that comparison is deeply misleading, so please don’t do that.

    Our 8GB project needs 50GB in PlasticSCM, which means we have to pay 20$ on top of what we’re paying for Teams Advanced as part of our subscriptions, since weirdly, Teams Advanced subs don’t include any space for PlasticSCM.
     
  27. AcidArrow

    AcidArrow

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    Just to reiterate and clarify:

    1. To have a Collaborate that works properly, we need to move PlasticSCM, which I could care less about its actual features apart from it "working".
    2. Our 8GB Collaborate project equals to 50GB in PlasticSCM.
    3. Which means we fall into the 100GB tier, which costs 20$ that we need to pay on top of Teams Advanced (that we're paying for as part of our Pro subs).
    4. And then we'd "practically" have less available space than we do currently.

    (we now use 8GB out of 25GB available on Collab, so we're using about 1/3 of the space)
    (in Plastic, we'd be using 50GB out of 100GB so 1/2 of the space, for the same exact project).

    If I got something wrong, please correct me.
     
  28. iansnyder

    iansnyder

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    Dec 22, 2012
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    Just wanted to say this was a life-saver for me -- using the newest preview Collab package got rid of the waiting for my project. Thanks so much!
     
    Ryan-Unity likes this.
  29. JohnnyFactor

    JohnnyFactor

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    I thought I would come check out Collab again after it failed miserably for me 2 years ago. I see nothing has changed. Oh wait, Plastic SCM is on board now! I tried that before too and it permanently corrupted my project due to a bug in their code, verified by the developers. I had to restore from a backup and rebuild the library to get up and running again.

    My next choice is git but that seems to not be the greatest for unity, based on peoples LFS experiences.

    Meanwhile, Dropbox is happily "versioning" my files without issue. If I had huge amounts of team submitted code to wrangle it would not be a good choice, but I don't. For a solo developer with minimal code it's still the only "versioning/backup" option that won't give me endless amounts of grief.
     
  30. AcidArrow

    AcidArrow

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    @JohnnyFactor I think SVN is the way to go, if you don't need fancy features like branching etc.
     
  31. JohnnyFactor

    JohnnyFactor

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    Right, I forgot about that. I was also considering Perforce which looked promising.