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Question i don't have the collab button.

Discussion in 'Editor & General Support' started by Llof1, Oct 10, 2023.

  1. Llof1

    Llof1

    Joined:
    Jun 15, 2022
    Posts:
    8
    hello,
    i 've try the new version 2023.
    but now the collab's button have disappear.
     
  2. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,484
    Collaborate doesn’t exist any more.
     
  3. Llof1

    Llof1

    Joined:
    Jun 15, 2022
    Posts:
    8
    So to collaborate I have to use the older versions?
     
  4. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,484
    No, the service doesn’t exist any more.
     
  5. Llof1

    Llof1

    Joined:
    Jun 15, 2022
    Posts:
    8
    Oh, Okay, Thank you for the help.
     
  6. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,240
    Collab is gone.

    PROPERLY CONFIGURING AND USING ENTERPRISE SOURCE CONTROL

    I'm sorry you've had this issue. Please consider using proper industrial-grade enterprise-qualified source control in order to guard and protect your hard-earned work.

    Personally I use git (completely outside of Unity) because it is free and there are tons of tutorials out there to help you set it up as well as free places to host your repo (BitBucket, Github, Gitlab, etc.).

    You can also push git repositories to other drives: thumb drives, USB drives, network drives, etc., effectively putting a complete copy of the repository there.

    As far as configuring Unity to play nice with git, keep this in mind:

    https://forum.unity.com/threads/prefab-links-keep-getting-dumped-on-git-pull.646600/#post-7142306

    I usually make a separate repository for each game, but I have some repositories with a bunch of smaller test games.

    Here is how I use git in one of my games, Jetpack Kurt:

    https://forum.unity.com/threads/2-steps-backwards.965048/#post-6282497

    Using fine-grained source control as you work to refine your engineering:

    https://forum.unity.com/threads/whe...grammer-example-in-text.1048739/#post-6783740

    Share/Sharing source code between projects:

    https://forum.unity.com/threads/your-techniques-to-share-code-between-projects.575959/#post-3835837

    Setting up an appropriate .gitignore file for Unity3D:

    https://forum.unity.com/threads/removing-il2cpp_cache-from-project.1084607/#post-6997067

    Generally the ONLY folders you should ever source control are:

    Assets/
    ProjectSettings/
    Packages/

    NEVER source control Library/ or Temp/ or Logs/
    NEVER source control anything from Visual Studio (.vs, .csproj, none of that noise)

    Setting git up with Unity (includes above .gitignore concepts):

    https://thoughtbot.com/blog/how-to-git-with-unity

    It is only simple economics that you must expend as much effort into backing it up as you feel the work is worth in the first place. Digital storage is so unbelievably cheap today that you can buy gigabytes of flash drive storage for about the price of a cup of coffee. It's simply ridiculous not to back up.

    If you plan on joining the software industry, you will be required and expected to know how to use source control.

    "Use source control or you will be really sad sooner or later." - StarManta on the Unity3D forum boards