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Unity pipeline ( working in parallel)

Discussion in 'General Discussion' started by dorvack, Oct 9, 2016.

  1. dorvack

    dorvack

    Joined:
    Jan 4, 2015
    Posts:
    5
    Hi
    I am a 3D artist and new to Unity. I am working with a programmer now.
    I have trouble working on the same project with him at the same time, pipeline-wise.
    Let's say I need to work on lighting and tweaking materials and he needs to modify some other programming stuffs that require to save the file to keep the progress.
    How does it work? How do you guys work on the same project with others? What's the pipeline like?
    Any good advice please?
    Thanks very much!
     
  2. Kiwasi

    Kiwasi

    Joined:
    Dec 5, 2013
    Posts:
    16,860
    Version control is a good idea. With decent version control and some basic rules, your programmer and your artist hardly need to interact at all.
     
  3. dorvack

    dorvack

    Joined:
    Jan 4, 2015
    Posts:
    5
    Thanks for your answer. But since on both sides, we all have our little bit of progress, someone has to export it and merge it everytime, right? And he has to carefully find out which part is new and needed to export and merge to a new one, am I right? If that's a constant chore, isn't it not very efficient?
    I get used to Maya's pipeline. It has a referencing pipeline, which is really good for working with others in parallel.
    Is there a more automatic way? More details you can share?
    Thanks!
     
  4. Kiwasi

    Kiwasi

    Joined:
    Dec 5, 2013
    Posts:
    16,860
    Version control will take care of text based merges pretty well. So scene, scripts, prefabs and the like are covered.

    Its not so good for large binaries, so your models, sounds and textures won't merge. But normally you don't want these to automerge anyway.
     
    angrypenguin likes this.
  5. passerbycmc

    passerbycmc

    Joined:
    Feb 12, 2015
    Posts:
    1,738
    Also if you are still having problems with scene merging you could try using additive scene loading and separate the content in a scene to multiple.

    In the past I have divided out all the static level geo to one scene so the environment artist can make changes and play with lighting. Then all of the objects for game logic are in their own scene as well.
     
    Rombie and Martin_H like this.