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Question What is the best way to create a second copy of my workspace on a laptop?

Discussion in 'Unity Version Control' started by carmofin, Jul 5, 2023.

  1. carmofin

    carmofin

    Joined:
    May 13, 2017
    Posts:
    89
    I tried to set this up but I can't make it work, due to Plastic SCM.
    I assume what happens is that all the files I made a copy of have a newer timestamp?
    I'm not sure, plastic scm is in a constant state of frozen due to the 15.000 files it wants to reasses.
    How can I just make a second identical workspace?
     
  2. carlosalba1985

    carlosalba1985

    Unity Technologies

    Joined:
    Jul 19, 2021
    Posts:
    842
    Hi,

    You can create a new Plastic workspace from the Plastic GUI. A workspace is a local copy of your project. You can create as many as you need: https://www.plasticscm.com/download

    Why do you need a second workspace in the same machine?
     
  3. carmofin

    carmofin

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    May 13, 2017
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    No, it's on a seperate machiene!
    I made a copy of all the files, copied them over, but plastic SCM doesnt seem to be able to handle it :/
     
  4. carlosalba1985

    carlosalba1985

    Unity Technologies

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    You need to install Plastic in your new machine and create a new workspce.
    After that, if you update the workspace, the data will be downloaded from the repository.
    If the data is already on disk, Plastic won't need to download the project from the server but just cache the data that is already on disk.
     
  5. carmofin

    carmofin

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    May 13, 2017
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    This cannot be done from within Unity?
     
  6. carlosalba1985

    carlosalba1985

    Unity Technologies

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    Yes, if you open the Unity project on the new machine with the Version Control plugin installed, you should be able to create a new workspace (assuming there is no previous workspace in the new machine).
     
  7. carmofin

    carmofin

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    May 13, 2017
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    I tried it again and this time it worked. No idea what happened last time...
    Thanks!
     
  8. thomas-weltenbauer

    thomas-weltenbauer

    Joined:
    Oct 23, 2013
    Posts:
    72
    Hello!
    Just as side node: Some people do need this. E.g. we need multiple project per machine for multiplayer testing in editor.

    It is possible to copy the project and use junctions from the asset folder to the plastic projects asset folder to keep it in sync. So the second project does not need a plastic workspace.
    Sadly import times in the second project are as high as in the main project. We experimented with syncing library artifacts which can work but there is a high risk of a corrupt project with this, so be careful.
     
  9. Lurking-Ninja

    Lurking-Ninja

    Joined:
    Jan 20, 2015
    Posts:
    9,907
    The proper way of testing multiplayer projects currently is using ParrelSync (this is doing the same thing, duplicating project and creating junction to library folder - and soonTM Unity will deliver their own in-house testing tool, hopefully).
    More info here: https://docs-multiplayer.unity3d.com/netcode/current/tutorials/testing/testing_locally/
     
    thomas-weltenbauer likes this.