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Throwing out library reverted c# script? How is this possible?

Discussion in 'Scripting' started by dansav, Aug 30, 2022.

  1. dansav

    dansav

    Joined:
    Sep 22, 2005
    Posts:
    499
    I threw out everything but the assets folder to rebuild a project and a C# script reverted to an older previous version how is this even possible?
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,749
    Computers are like that.

    How to report your problem productively in the Unity3D forums:

    http://plbm.com/?p=220

    This is the bare minimum of information to report:

    - what you want
    - what you tried
    - what you expected to happen
    - what actually happened, especially any errors you see
    - links to documentation you used to cross-check your work (CRITICAL!!!)

    You may edit your post above.
     
  3. dansav

    dansav

    Joined:
    Sep 22, 2005
    Posts:
    499
    Turns out it was an icloud sync problem not a unity problem.
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,749
    Oh wow, that is not supported at all by Unity... none of those drive-mirroring things are supported AFAIK.

    The correct way is source control.

    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

    Here's 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.

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

    dansav

    Joined:
    Sep 22, 2005
    Posts:
    499
    Thanks for the info and links. That is very helpful.