Questions tagged [version-control]

Version control is the management of changes to code, documentation, assets and other files for a project.

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Plastic SCM window shows up barely visible and white

I've recently started using Plastic to sync files between my laptop and computer. Everything has made sense until now, but I opened it today and the plastic window was white, unlike the normal grey of ...
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3 votes
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Trunk Based Development: Prevent unreleased assets and features from being included in the build

Our team is currently working on a live service game (A game that will be updated regularly post-launch) and is using a trunk-based development strategy. The trunk-based development strategy is great. ...
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How do I use version controls for teams?

I have a question and I haven't found a topic, which fits it. I want to create a small mobile game and I plan to work on it with some friends later on. Do you guys have any tips for me how I can use ...
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where is D3D11.h/lib for direcxt11.3

I'm starting to see how to do multiview rendering from different view in one pass. This needs D3D11_FEATURE_DATA_D3D11_OPTIONS3 to be checked but the D11 sdk 11_0 don't know this flag and after a web ...
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Why does Unity reload when I switch between branches in SourceTree?

I have decided to work with multiple branches (Art, mechanics, packages etc.) on SourceTree but I noticed that Unity reloads everytime I switch between branches and I can't access a prefab from ...
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Unreal 4 source control not sharing some things with team members

I am working on an unreal blueprint project with another programmer and we are using a gitlab remote repo to store our work. Previously we have been able to push and share our work and see each others ...
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Should I downgrade my Unity project to the latest LTS version?

I created my Unity project with a 2020 version and now I'm using 2020.2.0f1. Recently, I realized that using the latest LTS version is the best choice for games that are in production or about to ship....
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Unity, LFS, and Bitbucket - 999+ Errors Missing Files

I'm just beginning to collaborate on a project with a second programmer. Unity Collab was causing issues with my teams unity causing 40 minute load times which was absolutely unmanageable. Since then ...
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How to ignore one unity package in source control

I've just installed the Unity quick search package. This is an editor extension which each developer should choose if they want installed or not. My problem is that because this was added as a package ...
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How to solve this Git SourceTree conflict?

I have recently joined a amateur studio as the single programmer. The previous programmers have left me the project folder. Upon trying to create a repository and a new remote to have version control ...
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How to version control game balance data stored in spreadsheets

Is there any good workflow/tooling for having good version control on spreadsheets for game data? Ideally something that supports branching or merging. Google spreadsheets allow people to edit data ...
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Storing non-binary, but non-mergable files in Git LFS

Is it acceptable to store files that aren’t binary and diffs between versions are not important in Git LFS? Examples of these files include: .obj .stl .mtl large .csv data dumps etc I know that I ...
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How to change the KEYSTORE securely?

I'm wanting to release a free version of an app to which I've already made a paid version. I simply copied the project to another folder: The project is initially the same as the paid application ...
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SourceTree doesn't show the differences in Unity scene files?

Back in the day it worked, but for some reason in my new projects it isn't. Every other asset's difference is shown correctly in a text format (i.e. .prefab), only ...
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How to get an Unreal Engine 4 Level to sync using Git Source Control?

Hello Game Development Stack Exchange, I and a couple of collaborators are working on an Unreal Engine project, we do not share a common network, which meant that using a local network storage to ...
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How do I make Unity projects portable between developers

Our team are very new to Unity but has a strong programming background. We have created a Unity project that will allow us to control a simple model (imported asset) using some scripts. The project ...
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12 votes
3 answers
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How can I visually see changes made to a scene since the last git commit

I'd like to see the changes made in a scene (.unity file) before I commit them to git. I have looked into several GIT/Unity solutions but all of them are made for merging changes and not for showing ...
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Version Control for Save Data

So I have this tile-based game (something like Farmville). As "tile-based" implies, the save data could potentially become very large. Game saves are stored on cloud, and any change to the save data ...
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Rearranging projects in Git and Unity

I'm attempting to rearrange a Unity project that is under source control. Two problems: In order to maintain the relationships between assets, I need to use Unity's API or interface. But when I move ...
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Backing up non-text based assets

I'm using a Source Control Management tool (git) for backing up configurations, code etc. But how do I manage art assets and other game assets that are in binary formats, and tend to be big (animators,...
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Unreal 4: Checking out with Git as VCS

I have my editor configured to use git as my VCS. I have my own server in which the repo is hosted. I followed the GIT with Unreal 4 guide. My problem is that I cannot find the "Check Out" option in ...
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-1 votes
1 answer
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Add them as submodules from Git Shell or remove their .git folders. I tried the latter, but don't know to do the former. How do I do that? [closed]

I'm trying to set up version control for my group, but I'm having trouble getting GitHub to work (I'm brand new to it, and version control in general). It keeps saying "Could not commit sub-modules: [...
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Game versions update? [closed]

When does a game version change from x.x.x.x to x.x.x.x+1 like from 1.0.0.0 to 1.0.0.1 or from x.x.x.x to x.x.x+1.x ? or from x.x.x.x to x.x+1.x.x ? or from x.x.x.x to x+1.x.x.x ? Should the ...
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1 vote
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528 views

Unity and TFS Merging

I'm trying to come up with a good Unity dev collaboration solution for a company where TFS is used as main version control system. I've setup the Unity projects to create metadata and store all as ...
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5 votes
2 answers
203 views

In Unity, Meta Files are Tracked but Behaviours Fall Off

My team is working on a Unity game, and we are using a mercurial repository on BitBucket. Whenever we update, all of the behaviours 'fall off' of state machines, behaviours, etc. When searching for a ...
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3 votes
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Do I have to commit the downloadable assets for Unity to the repo? Or a reference for the team to download them?

QUESTION (Short version) I am going to use the Unity Test Tools asset to do unitary testing. Q: Do I have to commit the ...
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26 votes
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How do teams prevent overwriting work in source files? [closed]

It occurred to me the possibility that while, for example the game engine, is being worked on simultaneously by multiple people how is overwriting prevented? Let's say developer one is working on <...
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34 votes
3 answers
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Which Unreal Engine 4 project files can I ignore in source control?

I want to put an Unreal Engine 4 project under source control with git. (I know the editor has Perforce and Subversion support, but I don't care for those.) What folder and files do I include in the ...
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2 votes
2 answers
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Overlapping svn repositories

We use svn at work, but the repository is getting pretty large, so checkout times are long, as is update when artists batch process all assets. The problem is that we also store work in progress, ...
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10 votes
3 answers
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Source control for storing everything of game project?

Is it usual to manage not only source code, but all assets, textures, art, documentation files, etc under git repository for version controlling? For example I wanna to get back old version of texture....
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1 answer
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Using git with XNA

I'm a single developer trying to use Git (I'm told it's much better than SVN) to keep track of my XNA project. Would I copy my project into a bare repository and then add the files? If so, do I need ...
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15 votes
3 answers
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Are .sln / .csproj usefull for sharing the Unity project?

We are experiencing some problems with GIT and Unity. It occurs pretty often that file .sln / .csproj give us some trouble, so after searching for a while on the web I've found that maybe this files ...
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28 votes
4 answers
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Best practices for labeling game versions?

Does anyone know if there's a best practice for labeling game versions. I'm not sure if there's a standard name for it other than versioning but what I mean is basically: 1.0 1.1 1.2 1.3.1 beta
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19 votes
3 answers
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What libgdx project files can I ignore from version control?

In an automatically created libgdx project, what files can I safely tell Git (or other revision control systems) to ignore? I'm considering these: ...
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4 votes
2 answers
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How should I set up UDK with Git and CruiseControl?

For a new project in UDK, I'd like to set up a Git repository for version control and a CruiseControl.NET-based continuous integration solution. The good news is that he first part seems easy enough ...
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7 votes
2 answers
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Help my graphists sharing their work

As a developer I'm used to Subversion for source control and I think it's great for sharing source code between developers. Now thinking about my graphists and game designers, they need to have a ...
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11 votes
5 answers
1k views

What file types should I exclude from my game's source control repository?

I have started working on a personal project using Unity with a friend and we've set up our own source control system. I am aware of the fact that there are many types of files, namely those that are ...
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4 votes
3 answers
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Finding the right directory structure for version control

Recently I've started thinking about how to layout the directory structure for my game engine. And well, I kinda hit a little snag. There's going to be 2 people working on this project. Me and one ...
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29 votes
11 answers
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What is the most effective way to work with a friend on the same game?

We need something where we can check files out, edit them, check them back in and then build from the them. Something like Google Docs where we can edit the same code at the same time would be a ...
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  • 459
14 votes
7 answers
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Ways to manage changing designer data alongside changing player data

I have an online game where players get to shape the world in some way - eg. Ultima Online's housing, where you get to build your houses directly onto certain parts of the world map. These are changes ...
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26 votes
4 answers
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Version control with game development - When should I branch?

I recently started using Version Control with my projects (even though I'm working alone on them). I find that it gives a nice way to keep history of the whole development process (with issue tracking)...
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3 votes
1 answer
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Options for UDK and version control repositories?

Another developer and I have begun to experiment with the Unreal Development Kit and have installed the UDK to our local computers. He's been toying around and experimenting and has some basic code ...
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29 votes
3 answers
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Assets Management, database or versioning system?

While developing the assets for the game, (meshes, textures, sounds, videos) ho do you manage them? Keeping them together with the source code inside the versioning system? (perforce, git, etc…) Or ...
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112 votes
6 answers
43k views

Version control for game development - issues and solutions? [closed]

There are a lot of version control systems available, including open-source ones such as Subversion, Git, and Mercurial, plus commercial ones such as Perforce. How well do they support the process ...
31 votes
7 answers
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Teamwork in Unity

I have a Unity project without any version control, and I need to share it with another developer so that both of us can work on the project. What strategies should be use that play nice with Unity ...
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