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Bug Opening remote project with plastic scm opens an empty project

Discussion in 'Editor & General Support' started by tankkipankki123, Feb 15, 2023.

  1. tankkipankki123

    tankkipankki123

    Joined:
    Apr 10, 2020
    Posts:
    3
    When opening a remote project from unity hub, I get an empty scene with nothing in it. No default packages or anything except for the samplescene. This seems to happen in every 2022.2 version and I have found no fixes for this. Tested the same with 2 of my friends and both of them also get empty projects when opening remote projects. Has anyone else had anything like this happen with these versions? And also tested 2021.3 versions and they work all fine.

    The picture below shows how the project looks when it opens.
     

    Attached Files:

  2. tankkipankki123

    tankkipankki123

    Joined:
    Apr 10, 2020
    Posts:
    3
    Also tested creating a project with 2021.3.17f1 and pushing it to remote to plasticSCM and opening with 2022.2.6f1 and it also didn't work. So seems like opening any remote projects from remote that have been pushed with plasticSCM don't work.
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    33,707
    You may get more help for Plastic SCM here: https://forum.unity.com/forums/plastic-scm.605/

    Hats off for using source control, but personally I would not touch Plastic. There are so many vastly-superior free options such as git.

    Please consider using proper industrial-grade enterprise-qualified source control in order to guard and protect your hard-earned work.

    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 setting Unity up (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
     
  4. tankkipankki123

    tankkipankki123

    Joined:
    Apr 10, 2020
    Posts:
    3
    Yeah I actually have used git and fork for some 2 years, but my friends tell me "no it's useless" and "no it takes too much time to learn when we already have plastic". So yeah, I'd like to use github, but no can do when working with such friends.