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How do teams work on projects? Even with unity pro and .meta files for source control systems. Scene files are binary, so only one person can work with the main scene. How can teams work on a project without namespaces? Unity seems to be too limited and oriented on indy developers.
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Answered my own question with a big blog post at http://va.lent.in/blog/2011/12/13/so-how-do-teams-work-on-a-big-unity3d-project/ Thanks for the blog post. Was good reading.
Dec 15 at 09:25 AM
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You can have lots of different scenes which different people are working on, you're not forced to have just one scene for your entire game! Besides, code is the thing for which source control is most important, and that just works the same as in any project.
I wouldn't say code is the most important for source control, because the scenes can be changed quite frequently and often from different people. If you are on a tight schedule where many people collaborate on a shared scene, you're bound to bump into roadblocks. I've been in a stressful project where there was only a handful of scenes (one for each level)... After working 16 hours straight and you notice someone else commit the scene before you do (and by Thor's wrath, you did yell out you had the commit token so no one else should commit), you're ready to cry. Time is ticking and you will have to redo all of your changes.
Some more successful configurations I've worked with have split up the project into multiple scenes like you seem to mention, where ideally each person have private scenes for generating content and there's one level designer/commit police for the main scenes. It involved a lot of prefabs that were tweaked off-main-project too.