在Unity 3D中使用Git源代码控制的最佳实践是什么,特别是在处理Unity 3D项目的二进制性质时?请描述工作流程,在.gitignore中包含哪些路径,应该在Unity和/或项目中设置什么设置,以及任何其他应该注意的特殊事情。
注意:我知道使用资产服务器是unity推荐的方式,但出于各种原因,我想使用Git。请不要回答,状态或争论,我应该只是使用资产服务器。资产服务器真的不是我的选择。
在Unity 3D中使用Git源代码控制的最佳实践是什么,特别是在处理Unity 3D项目的二进制性质时?请描述工作流程,在.gitignore中包含哪些路径,应该在Unity和/或项目中设置什么设置,以及任何其他应该注意的特殊事情。
注意:我知道使用资产服务器是unity推荐的方式,但出于各种原因,我想使用Git。请不要回答,状态或争论,我应该只是使用资产服务器。资产服务器真的不是我的选择。
当前回答
我们现在有无缝集成到unity与Github到unity扩展… https://unity.github.com/
新的GitHub for Unity扩展带来了GitHub工作流和更多的Unity,提供支持大文件与Git LFS和文件锁定。
在撰写本文时,该项目仍处于alpha阶段,但仍可用于个人项目。
其他回答
I suggest that you make a .gitignore file that includes everything other than the assets folder (all the other files that are originally inside a unity project). Next, you should place all your game projects in one folder. Next, duplicate the .gitignore in every single project folder for your games. This will exclude the libraries and unnecessary folders inside your projects other than the assets. If you have any projects you don't want, then put them in a new .gitignore inside where your game projects are stored. Note: You can have multiple .gitignore's and .gitignore is based on relative paths. I hope that helped!
只有Assets和ProjectSettings文件夹需要置于git版本控制之下。
你可以做一个这样的gitignore。
[Ll]ibrary/
[Tt]emp/
[Oo]bj/
# Autogenerated VS/MD solution and project files
*.csproj
*.unityproj
*.sln
*.suo
*.userprefs
# Mac
.DS_Store
*.swp
*.swo
Thumbs.db
Thumbs.db.meta
.vs/
我和我的朋友在72小时的游戏jam中尝试过这种方法,请注意他们不知道GIT。
首先,我在[GitHub][1](私人回购现在是免费的)与预定义的.gitignore统一模板创建空回购,它应该与此相同:
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
[Ll]ogs/
[Mm]emoryCaptures/
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties
Then I've created a main scene, this scene shouldn't be modified by any individual while they are development, It should be the demo scene for all dev and artists in the team to test the latest features in game. First of all any new feature should be in a separate branch from main, also each team member has his own scene that he use it for testing and development. once everything is good he/she made a PR reviewed by other members. If the merged feature is complete then we add it to the main scene so that all other members see the impact and the progress.
关于美术文件,最好是通过精灵文件的变化来避免冲突,并将主要精灵替换为pr中完全调整过的新精灵。 [1]: https://github.com/
你可以使用Github for Unity,这是一个Unity扩展,将git工作流带入Unity的UI中。
Github for Unity刚刚发布了扩展的1.0版本。
它使用git-lfs (git大文件支持)来正确存储大资产 文件锁定,这样其他人就不会覆盖您的资产提交 向/从任何远程存储库推送和拉取 你也可以在Unity资产商店下载:https://assetstore.unity.com/packages/tools/version-control/github-for-unity-118069
我强烈建议你切换到PlasticSCM。 这是Unity所迁移的内容,并提供了设计师和开发者工作流来管理游戏开发等复杂内容的版本控制。
3个用户可以免费获得云版。它取代了Unity的协作工具。
注意:我使用Git/Bitbucket和SourceTree来管理一个简单的项目真的很困难。
https://unity.com/products/plastic-scm