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Question Would there be any problems repeatedly changing a project from Windows to Mac and vice versa?

Discussion in 'Editor & General Support' started by hungiezilla, Mar 8, 2023.

  1. hungiezilla

    hungiezilla

    Joined:
    Sep 26, 2022
    Posts:
    2
    I have a project I'm working on, and am working on it with both my Mac laptop and my Windows desktop, and every time I swap which device I am working on my project in, I have to modify my project. Would there be any serious problems with swapping between the two a couple hundred times during development? It's possible they will be desynced with Unity version as well, would there be any problems swapping version repeatedly too?
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,745
    Sounds like you're one click or a bad drive (dis)mount away from complete disaster.

    Just use source control and work on both simultaneously!!

    After all, it 2023 and we know how to do simple stuff like this pretty well.

    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 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
     
  3. chemicalcrux

    chemicalcrux

    Joined:
    Mar 16, 2017
    Posts:
    720
    I switch between Windows and macOS regularly. It's straightforward enough. But...in what way do you have to "modify" your project?

    Using two different versions of Unity is inviting all kinds of trouble, however. Keep it consistent.