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	<title>Comments on: Using SVN and UAS to Synchronize Library Code in Unity</title>
	<atom:link href="http://adammechtley.com/2011/01/using-svn-and-uas-to-synchronize-library-code-in-unity/feed/" rel="self" type="application/rss+xml" />
	<link>http://adammechtley.com/2011/01/using-svn-and-uas-to-synchronize-library-code-in-unity/</link>
	<description>Tips, Tutorials, and Tools - by Adam Mechtley</description>
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		<title>By: 女子徵信</title>
		<link>http://adammechtley.com/2011/01/using-svn-and-uas-to-synchronize-library-code-in-unity/comment-page-1/#comment-906</link>
		<dc:creator>女子徵信</dc:creator>
		<pubDate>Fri, 30 Sep 2011 02:08:25 +0000</pubDate>
		<guid isPermaLink="false">http://adammechtley.com/?p=853#comment-906</guid>
		<description><![CDATA[This is my first time i visit here! I found so many useful stuff in your website especially its discussion. From the a lot of comments on your articles, I guess Im not the only one receiving the many satisfaction right here! keep up a good job;]]></description>
		<content:encoded><![CDATA[<p>This is my first time i visit here! I found so many useful stuff in your website especially its discussion. From the a lot of comments on your articles, I guess Im not the only one receiving the many satisfaction right here! keep up a good job;</p>
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		<title>By: Adam</title>
		<link>http://adammechtley.com/2011/01/using-svn-and-uas-to-synchronize-library-code-in-unity/comment-page-1/#comment-599</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Wed, 16 Feb 2011 15:35:46 +0000</pubDate>
		<guid isPermaLink="false">http://adammechtley.com/?p=853#comment-599</guid>
		<description><![CDATA[Hi Eric,

I wasn&#039;t suggesting that UAS versions the &quot;Library folder instead of the Assets folder.&quot; Using UAS or external version control will both version files in the Assets folder. The difference is that when you use UAS, much of the metadata for assets (e.g., import settings) is stored in files in the Library folder, and UAS can hook into these files directly through the Unity editor. External version control, on the other hand, requires that such metadata be exposed in sidecar data files (.meta) that will live in the Assets folder, and which you must manually check in/out and move along with your assets.

As for your other question, yes, you still have to commit the changed files to each UAS-managed project when you push them out using SVN. Adding the SVN layer on top is basically intended to be a way to maintain common code across several projects. The reason I do this is because I otherwise prefer UAS for versioning assets (e.g., it does not require creating all of the .meta files, it does not require that all project participants have Maya installed in order to import native Maya files, etc.).]]></description>
		<content:encoded><![CDATA[<p>Hi Eric,</p>
<p>I wasn&#8217;t suggesting that UAS versions the &#8220;Library folder instead of the Assets folder.&#8221; Using UAS or external version control will both version files in the Assets folder. The difference is that when you use UAS, much of the metadata for assets (e.g., import settings) is stored in files in the Library folder, and UAS can hook into these files directly through the Unity editor. External version control, on the other hand, requires that such metadata be exposed in sidecar data files (.meta) that will live in the Assets folder, and which you must manually check in/out and move along with your assets.</p>
<p>As for your other question, yes, you still have to commit the changed files to each UAS-managed project when you push them out using SVN. Adding the SVN layer on top is basically intended to be a way to maintain common code across several projects. The reason I do this is because I otherwise prefer UAS for versioning assets (e.g., it does not require creating all of the .meta files, it does not require that all project participants have Maya installed in order to import native Maya files, etc.).</p>
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		<title>By: Eric</title>
		<link>http://adammechtley.com/2011/01/using-svn-and-uas-to-synchronize-library-code-in-unity/comment-page-1/#comment-598</link>
		<dc:creator>Eric</dc:creator>
		<pubDate>Wed, 16 Feb 2011 15:13:06 +0000</pubDate>
		<guid isPermaLink="false">http://adammechtley.com/?p=853#comment-598</guid>
		<description><![CDATA[Hey Adam. First, love your blog and your Unity products (I purchased biped editor, and will probably get the Handles library). I only started using Unity last month, and I&#039;m weighing the pluses/minuses of the Asset server. You say that it operates on the Library folder instead of the Assets folder and that it doesn&#039;t require synchronization of out-of-band data files. By these I assume you mean things like .psd or .ma files that you might not keep in the asset folder. But surely it must sync items in the asset folder itself? And why would it sync the Library folder since it is derived from the asset folder? I&#039;m clearly missing something here.  Also, I understand your need to sync library code across multiple projects, and I watched your video. But again, being very new to all this, I got a little lost when you say &quot;push&quot; the changes to other projects.  UAS is going to just see these as local changes in the other projects, so won&#039;t you have to commit these with UAS as well? Sorry to be so dense; I&#039;m just used to the ways of other game engines (i.e. severe pain).]]></description>
		<content:encoded><![CDATA[<p>Hey Adam. First, love your blog and your Unity products (I purchased biped editor, and will probably get the Handles library). I only started using Unity last month, and I&#8217;m weighing the pluses/minuses of the Asset server. You say that it operates on the Library folder instead of the Assets folder and that it doesn&#8217;t require synchronization of out-of-band data files. By these I assume you mean things like .psd or .ma files that you might not keep in the asset folder. But surely it must sync items in the asset folder itself? And why would it sync the Library folder since it is derived from the asset folder? I&#8217;m clearly missing something here.  Also, I understand your need to sync library code across multiple projects, and I watched your video. But again, being very new to all this, I got a little lost when you say &#8220;push&#8221; the changes to other projects.  UAS is going to just see these as local changes in the other projects, so won&#8217;t you have to commit these with UAS as well? Sorry to be so dense; I&#8217;m just used to the ways of other game engines (i.e. severe pain).</p>
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		<title>By: Daniel Brauer</title>
		<link>http://adammechtley.com/2011/01/using-svn-and-uas-to-synchronize-library-code-in-unity/comment-page-1/#comment-499</link>
		<dc:creator>Daniel Brauer</dc:creator>
		<pubDate>Mon, 10 Jan 2011 20:36:40 +0000</pubDate>
		<guid isPermaLink="false">http://adammechtley.com/?p=853#comment-499</guid>
		<description><![CDATA[We don&#039;t use sparse working copies, but if I&#039;m reading the last paragraph on this page right, that&#039;s not currently possible:

http://svnbook.red-bean.com/en/1.5/svn.advanced.sparsedirs.html

It doesn&#039;t seem to have changed in 1.6, either, so the only solution I can think of is to carefully check out a new sparse copy and omit the file. Kinda stupid.]]></description>
		<content:encoded><![CDATA[<p>We don&#8217;t use sparse working copies, but if I&#8217;m reading the last paragraph on this page right, that&#8217;s not currently possible:</p>
<p><a href="http://svnbook.red-bean.com/en/1.5/svn.advanced.sparsedirs.html" rel="nofollow">http://svnbook.red-bean.com/en/1.5/svn.advanced.sparsedirs.html</a></p>
<p>It doesn&#8217;t seem to have changed in 1.6, either, so the only solution I can think of is to carefully check out a new sparse copy and omit the file. Kinda stupid.</p>
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		<title>By: Adam</title>
		<link>http://adammechtley.com/2011/01/using-svn-and-uas-to-synchronize-library-code-in-unity/comment-page-1/#comment-496</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Mon, 10 Jan 2011 17:42:10 +0000</pubDate>
		<guid isPermaLink="false">http://adammechtley.com/?p=853#comment-496</guid>
		<description><![CDATA[Out of curiosity, do you guys use the sparse checkout features much? I&#039;m totally new to Cornerstone, but I&#039;ve found one problem I have yet to solve. For example, if I accidentally add a file or folder from my library to a sparse working copy, or if something changes in my library such that some dependencies are no longer necessary in a sparse working copy, I can&#039;t figure out how to remove them from the working copy. Obviously I can&#039;t delete it and check that change in, and I can&#039;t add it to the snvignore settings either. Any tips?]]></description>
		<content:encoded><![CDATA[<p>Out of curiosity, do you guys use the sparse checkout features much? I&#8217;m totally new to Cornerstone, but I&#8217;ve found one problem I have yet to solve. For example, if I accidentally add a file or folder from my library to a sparse working copy, or if something changes in my library such that some dependencies are no longer necessary in a sparse working copy, I can&#8217;t figure out how to remove them from the working copy. Obviously I can&#8217;t delete it and check that change in, and I can&#8217;t add it to the snvignore settings either. Any tips?</p>
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