Last time, new Unity project was started, as well as an initial commit, and a few extra ones. Now to add a remote repository!
Remotes are great for a number of reasons. If you’re working with other people, you can add their repository as a remote, and pull in the changes that they made to their project into your own project. It’s more common, however, to have one remote repository, and have members push & pull from that repo to share work. There are a few caveats that people need to be aware of (trying to fix merge conflits), but it’s generally painless, unless you and your coworker(s) are completely out of synch.
So, now to set up a simple remote repository. We’ll want to do this somewhere, well, remote, and not on the local machine. Redundancy is useful, especially if a local machine decides to crash, and you have another machine that you can work on. Also, the aforementioned working as a team; quickly pulling in changes is nice. What I’m going to do, is set up my remote repository within Redmine directory, for reasons I will explain later. Currently, I use Lindoe, and it’s been great to me so far. So, let’s say I’m in my online Redmine folder, and want to create a new remote repo:
[shawn@remote ~]$ cd Redmine/gitRepos/testRemote/ [shawn@remote testRemote]$ mkdir testRemote.git [shawn@remote testRemote]$ cd testRemote.git/ [shawn@remote testRemote.git]$ git init --bare Initialized empty Git repository in /home/shawn/Redmine/gitRepos/testRemote/testRemote.git/[shawn@remote testRemote.git]$ ls -al total 40 drwxrwxr-x 7 shawn shawn 4096 Mar 26 21:20 . drwxrwxr-x 3 shawn shawn 4096 Mar 26 21:20 .. drwxrwxr-x 2 shawn shawn 4096 Mar 26 21:20 branches -rw-rw-r-- 1 shawn shawn 66 Mar 26 21:20 config -rw-rw-r-- 1 shawn shawn 73 Mar 26 21:20 description -rw-rw-r-- 1 shawn shawn 23 Mar 26 21:20 HEAD drwxrwxr-x 2 shawn shawn 4096 Mar 26 21:20 hooks drwxrwxr-x 2 shawn shawn 4096 Mar 26 21:20 info drwxrwxr-x 4 shawn shawn 4096 Mar 26 21:20 objects drwxrwxr-x 4 shawn shawn 4096 Mar 26 21:20 refs [shawn@remote testRemote.git]$
This is the same thing done to set up the local repo, except, it’s bare. Within the local repo, there’s a folder called ‘.git’. When a bare repo is created, you’re basically creating a repo with only the contents of the .git directory. You’ll want to set up a bare repository for your remote repo. I also could have cloned my local repo, but made a bare clone, then copy that to the remote machine.
Now, to tell our local machine about this repository. To do this, you can run ‘git remote –add’, with a few more details after ‘add’. The command is git remote add “remoteName” [URL]:
shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git remote add mainRemote firstname.lastname@example.org:/home/shawn/Redmine/gitRepos/testR emote/testRemote.git shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git remote -v mainRemote email@example.com:/home/shawn/Redmine/gitRepos/testRemote/testRemote.git (fetch) mainRemote firstname.lastname@example.org:/home/shawn/Redmine/gitRepos/testRemote/testRemote.git (push)
The remote name, is what we’re going to call this remote, and the URL is the path to the .git folder. Git remote -v shows the remote repositories that have been set up. We can see that the newly set up remote is on that list. Time to push the local repo to the remote:
shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git push mainRemote master Counting objects: 21, done. Delta compression using up to 4 threads. Compressing objects: 100% (20/20), done. Writing objects: 100% (21/21), 11.30 KiB, done. Total 21 (delta 9), reused 0 (delta 0) To email@example.com:/home/shawn/Redmine/gitRepos/testRemote/testRemote.git * [new branch] master -> master shawn@SHAWN-PC ~/Desktop/TestProject (master) $
(We had to specify the master branch for this first push. Later on, we can just say ‘git push remoteName‘ and be done with a push)
So, now, we have a remote repository which has everything we did locally. Fun times. Now, if someone wanted to, they could clone the remote repo onto their machine using ‘git clone‘. I’m to clone the remote repo on my Desktop:
shawn@SHAWN-PC ~/Desktop/TestProject (master) $ cd .. shawn@SHAWN-PC ~/Desktop $ git clone firstname.lastname@example.org:/home/shawn/Redmine/gitRepos/testRemote/testRemote.git Cloning into testRemote... remote: Counting objects: 21, done. remote: Compressing objects: 100% (20/20), done. remote: Total 21 (delta 9), reused 0 (delta 0)Receiving objects: 61% (13/21) Receiving objects: 71% (15/21) Receiving objects: 100% (21/21), 11.30 KiB, done. Resolving deltas: 100% (9/9), done. shawn@SHAWN-PC ~/Desktop $
I had to specify the URL of the online repo, ending the URL in .git. Let’s take a look at the log for this clone repo:
shawn@SHAWN-PC ~/Desktop $ cd testRemote/ shawn@SHAWN-PC ~/Desktop/testRemote (master) $ git hist * [45bcf31] 2012-03-26 (HEAD, origin/master, origin/HEAD, master) | Another Great Update * [21adf6e] 2012-03-26 | Initial Commit shawn@SHAWN-PC ~/Desktop/testRemote (master) $
It’s the same history for the original repository that was set up! It would make more sense if I cloned this onto a different computer, of course. Also, when you clone a repository, it automatically the source URL as a remote repository called origin.
shawn@SHAWN-PC ~/Desktop/testRemote (master) $ git remote -v origin email@example.com:/home/shawn/Redmine/gitRepos/testRemote/testRemote.git (fetch) origin firstname.lastname@example.org:/home/shawn/Redmine/gitRepos/testRemote/testRemote.git (push)
You can rename this if you would like, using git remote rename [old name] [new name]. You can also make changes here, push to the remote repository, then have other people pull the changes that you pushed. Now, this is being oversimplified, and for a better understanding of some of these features, I strong suggest sources such as Git Immersion and Pro Git.
With Redmine, you’re able to add a repository for a specific project to track. You can do this within the Settings –> Repository section of your project within Redmine. Remember that url for the bare repo I created? Let’s get that, and add it to the page:
(Note: The repo needs to be within the actual Redmine directory on the machine with Redmine. For more info, check out this page). Now, we have a new tab next to Settings called “Repository”. On that page, we’ll see the repository’s details, such as the Assets and Project Settings Folder. Clicking on the folder, or the corresponding “+” icon, will show you the contents of that folder. Now, anytime someone pushes changes to this remote repository, the changes will be reflected on this page.
As others probably know, Unity does come with its own Version Control System, the Asset Server. It is a very nice tool, and definitely useful. I’ve used it during game jams, and the speed of the asset server is wonderful. For something fully integrated into Unity, you’d expect it to be that good. However, there are some things that I do find useful about using other version control systems over the Asset Server (at least, for now).
For example, you can’t really use the Asset Sever in any type of way outside of Unity. As far as I know, there aren’t many project management tools you can use with Unity, which are also integrated (however, this one looks very good). I can, however, easily use Unity and Git and Redmine together, without too much of a drop in the workflow, compared to just using the Asset Server.
For example, within Redmine, I can create a task (called issues in Redmine), something along the lines of “Make Project Great!”. After creating this issue, Redmine will assign it a number. I now have task “Issue #277: Make Project Great”.
So, now to Unity. After ‘x’ hours, I’ve made a bunch of changes to my project, all of them related to issue #277. So, I save my work, and commit this to my local repository. But, let’s make the commit look like this:
shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git status # On branch master # Changes not staged for commit: # (use "git add <file>..." to update what will be committed) # (use "git checkout -- <file>..." to discard changes in working directory) # # modified: Assets/Example.cs # modified: Assets/ExampleScene.unity # no changes added to commit (use "git add" and/or "git commit -a") shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git add . shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git ci -m "Did really cool things; refs #277" [master 1b2b47e] Did really cool things; refs #277 2 files changed, 4 insertions(+), 6 deletions(-) shawn@SHAWN-PC ~/Desktop/TestProject (master) $
The ‘ref #277’ does what one may assume it does. It references issue #277 in Redmine. Rather, it will, once I push it to the remote repository. So….
shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git push mainRemote Counting objects: 9, done. Delta compression using up to 4 threads. Compressing objects: 100% (5/5), done. Writing objects: 100% (5/5), 1.58 KiB, done. Total 5 (delta 2), reused 0 (delta 0) To email@example.com:/home/shawn/Redmine/gitRepos/testRemote/testRemote.git 45bcf31..1b2b47e master -> master
And after pushing, let’s take a look at our repository page in Redmine again:
The commit message shows up, and the ‘#277’ is linked. If we click on it, we’re brought directly to the issue we created beforehand. And now, we can even see this commit show up on that page:
This can turn out to be very useful for larger projects, or projects which see a good number of updates a day. It’s relatively easy to lose track of a project, and if something goes wrong, there’s a lot of visual feedback to help track down which commit caused the problem, and what part of the project someone was working on when that specific commit caused the problem. Of course, it’s only as good as the people using the tools. If no one keeps track of what they are doing, then it’ll be a bit more difficult to track down bugs and similar negative issues. There are other ways to interact with your issues through commits, such as close issues through commit messages as well — git commit -m “Made game great!; closes #24” , then push your changes to the server — which will close the task, and let everyone know that you’re finished making the game great if they were to look at the task.
Now, of course, there are a number of things that you need to be aware of. While Redmine is free/open source, you do need to set it up on a machine. This means man hours with trying to set it up, and money for a machine to host it. It all depends on what you’re willing to sacrifice!
That’s it for this 2-parter. What I covered is really just the surface. There’s a lot more to be uncovered, and definitely things that could be made better/more optimized/etc. But hopefully someone finds something here useful to some degree.
Quite often on this blog, I talk about the tools that I use, those tools being Redmine, Git, and Unity 3D. I do mention how I use them together, but never in detail. Today, I’m going to talk a bit more about some of these things. With each of these areas, it’s quite easy to get lost in a world of features, so I’ll going to be a bit broader in this post. Maybe, in the future, I’ll go into more detail about a specific aspect.
Disclaimer: I am not a pro at Git, Redmine or Unity. I just like them all a lot.
So, one of the first things that I should probably mention is how cool version control really is. Regardless of whether you are working with a team, or on your own, version control is something worth looking into. Bundled with the fact that a lot of these are freely available, there really shouldn’t be too much of an excuse as to why you aren’t using version control (in my opinion, of course). My choice for a vcs is Git. I learned how to use Git from my day job, and I’m glad I did. I don’t know too much about the other options, so I’m not going to say anything like “Git is better than ‘X’ for reasons 1, 2, etc”. I’ll leave that job to sites like this one.
Previous version of Unity did not allow users of the free version of Unity to use external version control. However, that changed with the latest release of Unity 3.5. This was a positive for me, as I had a few projects that I just decided to stick entirely in version control. Now, nothing major went wrong, since I was working along, and I was able to do some funky things (like downgrade a project!), but since 3.5 allows non-pro users access to an external vcs, a lot of weight has been lifted off of my shoulders. And I’ve been talking more with others about working with a team, as we would be able to share files without odd hacks.
If you want to grab Git, you can do here. Again, I’m not planning to go into too much detail with how to use Git. Which is super easy to use, and strikingly fast. For a quick, but useful crash course on Git, check out Git Immersion. For more details about Git, and some of the crazy things you can do with it, I’d recommend Pro Git. As a side note, I’m also going to do things on the command line.
Let’s set up a local repository. I made a new Unity project, which only has one example script, and a blank scene. What we want to do is initialize the repository. So, let’s change directories, and do just that.
shawn@SHAWN-PC ~ $ cd Desktop/TestProject/shawn@SHAWN-PC ~/Desktop/TestProject $ git init Initialized empty Git repository in c:/Users/shawn/Desktop/TestProject/.git/shawn@SHAWN-PC ~/Desktop/TestProject (master) $
Cool, we now have a repo! Time go branch, merge, cherry-pick, stash, log, etc, right? Unfortunately, no. Let’s take a look at what’s in this current repo.
shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git status # On branch master # # Initial commit # # Untracked files: # (use "git add <file>..." to include in what will be committed) # # Assets/ # Library/ # ProjectSettings/ # Temp/ nothing added to commit but untracked files present (use "git add" to track)shawn@SHAWN-PC ~/Desktop/TestProject (master) $
‘Git status’ will show me the current state of my working directory. Let’s also change the directory, and take a look under the Assets Folder.
shawn@SHAWN-PC ~/Desktop/TestProject (master) $ cd Assets/shawn@SHAWN-PC ~/Desktop/TestProject/Assets (master) $ ls Example.cs ExampleScene.unityshawn@SHAWN-PC ~/Desktop/TestProject/Assets (master) $
I have a couple of files that are currently untracked, waiting to be put into version control. However, we don’t want to commit anything just yet. If you’re going to use Git (or any external vcs for that matter), and Unity, you’ll want to do is to enable external version control. To do this, we want to go to Edit –> Project Settings –> Editor. The inspector tab will reveal a few options. Change the first option to “Meta Files”. Once you do this, your project will automatically generate the proper .meta files that need to be ‘versioned’.
Now, let’s take a look again at the files under the Assets Folder.
shawn@SHAWN-PC ~/Desktop/TestProject/Assets (master) $ ls Example.cs Example.cs.meta ExampleScene.unity ExampleScene.unity.metashawn@SHAWN-PC ~/Desktop/TestProject/Assets (master) $
We can see now that we have a few new files, ending with .meta. These files are important, and will definitely be stuck into the version control system. Basically, when you add/create a new file in Unity (and have external version control enabled), Unity will generate the corresponding .meta file.
Okay, so we’re almost there. Let’s commit our files. We only want to commit two sets of things. Everything under the folder ProjectSettings, and everything under the Assets Folder (unless your workflow demands otherwise). Everything else, we can ignore. There are a few ways to go about this. The first would be to move everything to the staging area. To do this, we would run ‘git add .‘. The ‘ . ‘ specifies that we want to add everything. So, doing this (after changing back to the main project folder) would result in:
shawn@SHAWN-PC ~/Desktop/TestProject/Assets (master) $ cd ..shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git add .shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git status # On branch master # # Initial commit # # Changes to be committed: # (use "git rm --cached <file>..." to unstage) # # new file: Assets/Example.cs # new file: Assets/Example.cs.meta # new file: Assets/ExampleScene.unity # new file: Assets/ExampleScene.unity.meta # new file: Library/AnnotationManager # new file: Library/AssetImportState # new file: Library/AssetServerCacheV3 # new file: Library/AssetVersioning.db # new file: Library/BuildPlayer.prefs # new file: Library/BuildSettings.asset # new file: Library/EditorUserBuildSettings.asset # new file: Library/EditorUserSettings.asset # new file: Library/FailedAssetImports.txt ..........
All of these files are now ready to be committed to the project. But this isn’t want we want to commit. We only want everything under the Assets Folder and the ProjectSettings folder. So, let’s reset this. If you already had a commit in your history, you’d be able to run ‘git reset’, and be done. But since I haven’t commit anything yet, I’m going to need to run ‘git rm -r –cached *‘ to reset the staging area. After running this, everything will be set to as it was before we ran ‘git add . ‘.
shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git rm -r --cached * rm 'Assets/Example.cs' rm 'Assets/Example.cs.meta' rm 'Assets/ExampleScene.unity' rm 'Assets/ExampleScene.unity.meta' rm 'Library/AnnotationManager' rm 'Library/AssetImportState' rm 'Library/AssetServerCacheV3' rm 'Library/AssetVersioning.db' ..................shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git status # On branch master # # Initial commit # # Untracked files: # (use "git add <file>..." to include in what will be committed) # # Assets/ # Library/ # ProjectSettings/ nothing added to commit but untracked files present (use "git add" to track)
Okay, now let’s just add those specific folders, and files within them. We could stage things individually, like so:
shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git add Assets/Example.cs
or, we can add the entire folder:
shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git add Assets/Example.cs
Now, if we run git status, we can see that we have a bunch of files ready to be committed:
shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git st # On branch master # # Initial commit # # Changes to be committed: # (use "git rm --cached <file>..." to unstage) # # new file: Assets/Example.cs # new file: Assets/Example.cs.meta # new file: Assets/ExampleScene.unity # new file: Assets/ExampleScene.unity.meta # # Untracked files: # (use "git add <file>..." to include in what will be committed) # # Library/ # ProjectSettings/ shawn@SHAWN-PC ~/Desktop/TestProject (master) $
We can do the same thing for the ProjectSetting Folder. After we stage everything we want to stage, we’ll commit our files. We can run ‘git commit -m’, and after the -m part, include our commit message within quotation marks. So….:
shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git commit -m "Initial commit" [master (root-commit) e143bb3] Initial commit 15 files changed, 24 insertions(+), 0 deletions(-) create mode 100644 Assets/Example.cs create mode 100644 Assets/Example.cs.meta create mode 100644 Assets/ExampleScene.unity create mode 100644 Assets/ExampleScene.unity.meta create mode 100644 ProjectSettings/AudioManager.asset create mode 100644 ProjectSettings/DynamicsManager.asset create mode 100644 ProjectSettings/EditorBuildSettings.asset create mode 100644 ProjectSettings/EditorSettings.asset create mode 100644 ProjectSettings/InputManager.asset create mode 100644 ProjectSettings/NavMeshLayers.asset create mode 100644 ProjectSettings/NetworkManager.asset create mode 100644 ProjectSettings/ProjectSettings.asset create mode 100644 ProjectSettings/QualitySettings.asset create mode 100644 ProjectSettings/TagManager.asset create mode 100644 ProjectSettings/TimeManager.assetshawn@SHAWN-PC ~/Desktop/TestProject (master) $
So, we commit a bunch of stuff! Lovely right? Let’s look at our log.
shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git hist* [e143bb3] 2012-03-20 (HEAD, master) | Initial commit
Git hist is an alias that I set up for the git command git log. There’s a bit more formatting details that I won’t get into, but it makes everything look pretty:
After looking at the history, we can see that our log contains the initial commit with the message.
Let’s run ‘git status’ again:
shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git status # On branch master # Untracked files: # (use "git add <file>..." to include in what will be committed) # # Library/ nothing added to commit but untracked files present (use "git add" to track)
Looks like there’s some of stuff that we don’t want to track. In fact, we just want to ignore it. Well, there’s a nice file that we can create called ‘.gitignore‘, which will do that for us. You can open up whatever editor you want, name a file .gitignore, and add the files you want git to…well, ignore. Let’s take a look at some of the files I have in my .gitignore:
.gitignore Assembly-CSharp-vs.csproj Assembly-CSharp.csproj Assembly-CSharp.pidb Library/ TestProject-csharp.sln TestProject.sln TestProject.userprefs
In this file, I’m ignoring everything under the Library folder, some of the files generated when opening up MonoDevelop, an IDE that comes Unity, and the .gitingore file itself. If I had Unity on two machines, and was doing work on both of them, I may consider leaving the .gitingore line out of the .gitignore file. But, I’m not sure if that would be wise at this point.
Edit: As pointed out by kLinus (and some others), it’s probably better practice to not ignore the .gitignore file most of the time. There may be files that most people should ignore, and it wuld be easier if they didn’t have to set up the .ignore files on their end. Also, a more transferable version of what to put in .gitignore could look like this:
*.csproj *.pidb *.sln *.userprefs Library/ Temp/
The Temp folder is created and destroyed when you open/close Unity, so if you happen to commit files while Unity is still open, you won’t run the risk of including Temp files. I’ve also heard talk of people saying that it’s better to close Unity before committing. I’m sure closing Unity is safer, but I don’t have any reasons to promote why committing while Unity is open is bad.
There are a few more thing you can do in regards to ignoring files. If you want to ignore things that everyone should ignore, then .gitignore is a good place to add things, and you can go and commit the .gitignore files. However, if there are files that you want to ignore, but everyone else may not want to, you can add your files to .git/info/exclude. This may be useful for specific files generated by an editor, or a platform specific program (the help and credit for that goes to a coworker of mine).
So, we create our file, save it, and run git status again:
shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git status # On branch master nothing to commit (working directory clean)shawn@SHAWN-PC ~/Desktop/TestProject (master) $
Now, we don’t need to worry about a Git tracking a bunch of other things. If we made this file before we made our first commit, we could have ran ‘git add . ‘, and only have Git add the files under Assets and ProjectSettings.
Okay, now we’re ready to work on our Unity project some more. Let’s say some changes were made to the example script, such as a Debug.Log statement added, or some new variables. After saving the script, you’ll see something happen after running ‘git status‘ again:
shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git status # On branch master # Changes not staged for commit: # (use "git add <file>..." to update what will be committed) # (use "git checkout -- <file>..." to discard changes in working directory) # # modified: Assets/Example.cs # no changes added to commit (use "git add" and/or "git commit -a")shawn@SHAWN-PC ~/Desktop/TestProject (master) $
Well, we have some modified files that need to be committed. Here, you can see that these file are already tracked by Git. If we made a new file, for example, called NewScriptTwo, and saved it, Git would tell us we also have another file (and it’s corresponding .meta file), but it’s currently not being tracked:
shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git status # On branch master # Changes not staged for commit: # (use "git add <file>..." to update what will be committed) # (use "git checkout -- <file>..." to discard changes in working directory) # # modified: Assets/Example.cs # # Untracked files: # (use "git add <file>..." to include in what will be committed) # # Assets/NewScriptTwo.cs # Assets/NewScriptTwo.cs.meta no changes added to commit (use "git add" and/or "git commit -a")shawn@SHAWN-PC ~/Desktop/TestProject (master) $
Let’s stage things individually. First, let’s add the new file, commit it, and look at our log.
shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git add Assets/Example.csshawn@SHAWN-PC ~/Desktop/TestProject (master) $ git commit -m "Adding Example.cs" [master 9e2293f] Adding Example.cs 1 files changed, 3 insertions(+), 2 deletions(-)shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git hist* [9e2293f] 2012-03-20 (HEAD, master) | Adding Example.cs * [e143bb3] 2012-03-20 | Initial commitshawn@SHAWN-PC ~/Desktop/TestProject (master) $
The log shows a new commit, right on top of the first commit. Let’s also commit the other files, then view the history.
shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git add .shawn@SHAWN-PC ~/Desktop/TestProject (master) $ git commit -m "Adding NewScriptTwo" [master bca80ab] Adding NewScriptTwo 2 files changed, 22 insertions(+), 0 deletions(-) create mode 100644 Assets/NewScriptTwo.cs create mode 100644 Assets/NewScriptTwo.cs.metashawn@SHAWN-PC ~/Desktop/TestProject (master) $ git hist * [bca80ab] 2012-03-20 (HEAD, master) | Adding NewScriptTwo * [9e2293f] 2012-03-20 | Adding Example.cs * [e143bb3] 2012-03-20 | Initial commitshawn@SHAWN-PC ~/Desktop/TestProject (master) $
Looks like it’s coming along.
But that’s it for now. I’ve come to realize that this post is getting quite long, which means that it needs to be split up. Next, I’m going to do a little bit more locally, bring remotes into the fold, and look at some Redmine.
So, this past weekend was the Global Game Jam. I jammed up in the Philadelphia area, and it was definitely very fun. I do have plans to actually continue this, and the project is currently online here on GitHub. Fun stuff, and I can’t wait to jam again, potentially in June.
Speaking of jamming, a big thing for most people there, are the methods of collaboration. Not everyone needs to work together. Someone from the jam I attended work on a game alone, but did a really awesome job. My group took advantage of the Unity’s offer for letting free licenses use the pro version of Unity. Someone at the jam had set up the Asset Server, so we were able to share our projects that way. Very awesome indeed. I’ve heard of people using the Asset Server, and loving it, but I have also heard the opposite, were people feel as if this thing is a waste of time. I finally got to use it, and now I get to form a much better opinion.
Let’s talk about the positives that I found in my short time with the server. One was the speed. It was very *very* fast to use. The fact that it is fully integrated helps tenfold and makes the process much easier. Simply open the window (if you don’t have it tabbed), add files and commit them. This allowed me to do collaborate with my other members quite easily. I could definitely see why people would use the Asset Server.
It wasn’t all roses however. There are a number of reasons why I wouldn’t use the Asset Server for major projects. The Asset Server is fully integrated with Unity 3D. And that seems to be it. And I did search (not for too long, I will admit), but I didn’t really find anything that would lead me to believe otherwise. The install of Unity comes with MonoDevelop. However, Unity 3D doesn’t use MonoDevelop for anything regarding merges, changes, logs, etc. Yes, it does have it’s own history viewer, but the one with MonoDevelop acted much better when I used it. Actually, despite the complaints that people have against MonoDevelop, I really do like the changes that I found. In regards to version control, MD read the directory that my project was it, and found that I was using Git. Because of this, MD was able to allow me to view a number of different things, including logs, changes, blames, etc. Even funnier, and I guess potentially unsettling that information such as this is easily shared, was that m Gravatar icon show up when I was looking through the commits and changes. I do wonder how another vcs would integrate with MonoDevelop, but it’s out of the box interactions with Git was rather impressive. I’m not at my laptop right now, but I do also think I remember a history tree of my files/commits.
The asset sever, again doesn’t integrate itself well outside of Unity (from what I can find), which isn’t good if you’re using some sort of project management system to manage your files. I’ve mentioned this before, but I’m currently using Redmine to manage my work. Redmine, and things like it, are great for keeping me organized, and I’m sure getting it to work well with the Asset Server would require me to develop a set of slick skills, ones that I’m a bit too distracted to learn at the moment.
But again, along the lines of integration, with Git/Redmine, I can add/commit/push my files to a remote repo. I can also tag files related to certain task/issues that I have open. For example, I can create task #210: Bug fix for Squarebots. Once I finish that task, in my git commit message, I can close the task. This would allow others (if I were working with others), to see in Redmine, “Oh, this task that Shawn was working on is now closed. Let me now do x, y, z”. Yes, you can do this in person, text message, email, etc, but the less time you have to spend doing such, the faster production can potentially be, especially if people aren’t working in the same location. Fun stuff!
So, what’s this all mean with the Asset Server? Basically, that the level of integration outside of Unity seems to be very non-existent. Personally, I don’t think it would fly for me, as I like to keep things organized and enjoy fully utilizing project management tools to help me get work done. Not to say that you need that, but it has certainly helped me get work done, stay organized, etc. My brain is cluttered enough as it is, and it’s nice to put a piece of it somewhere…..figuratively.
But that’s it for now. I could go into more details and such, and of course, this is all my opinion, AND I plan to do some more research on this! For now, the Asset Sever doesn’t look like a better option than using an external vcs.
So that fancy Global Game Jam is today until some time on Sunday. I’m most likely going, and will try to do my best to be useful to someone this time. Last year, I wound up floating around quite a bit for the weekend, making some music here and there, then making an awkward game on the last day. This also means that I’ll need to put Tone Def on the side this weekend, and focus on what ever I wind up working on. Knowing me, I’ll still bounce around a lot this year. Last years theme was extinction; I hope to see something much more quirky this year. Something like donuts or hubcaps.
I’ve also finally downloaded the Unity 3.5 beta, and have upgraded Tone Def to this version. The first version of the 3.5 beta was too troublesome for me, and one of the main reasons I was looking to get into it was for the “Flash in a Flash” contest. Exporting to flash was a pain for me, and there are a number of things that I just can’t do for Tone Def & Flash, without major overhauls. Basically, since coroutines cannot be used for Flash exports, and I use them all over the place, a lot would have to be rewritten. I’m actually pretty sure that only two scripts have an Update() of some kind, not counting the scripts that extend from extend from a specific class.
One very nice thing about 3.5 is version control for basic license users. I have to admit that I was using the free version of Unity, and using Git for everything. Everything. And for the most part, it worked. I was able to push my repo online without problems. I could even ‘git reset –hard’ to blow away changes, or revert to an earlier version of the project. Git -dfx worked as well, and actually help me downgrade a project that I didn’t mean to upgrade. So, yay Git?
Back to Tone Def….I really wanted to push for a February 1st release date, but with the Game Jam this weekend, this does not seem like a possibility. I may need to push back to the 6th, since that should give me an entire weekend to lock myself somewhere and only work on the game until it makes me smile on the inside and out. Whatever that means.
But that’s it for now. Here’s to good jamming for everyone participating in this year’s game jam, and to those who have already started!
(That’s not a musical pun)
Well, Tone Def is moving along.
A few days ago, I tagged a version as v0.015. I don’t really know where that number came from, but I need to both start tagging more, and making sense of these tags. Since then, the Game Over/Level Victory screens have been added, as well as implementing a rash of Kongregate API, as I want to track and report stats. Looking at the git history, this pretty much all I worked in the past couple of days, which actually falls in line with my whiteboard. (I don’t have a picture of it right now!).
A good portion of time was spent on the API, which is actually really easy to integrate. The more time consuming issue was the naming. For Tone Def, I’m tracking a few things, such as the number of SquareBots destroyed, the number of instruments used/destroyed, notes spend, etc. I do want to have some sort of achievement system however, which is why I spent a good time creating a list of achievements unlocked after doing something ‘x’ times, such as using 10 instruments, or beating particular level.
One more small list needs to be made, in regards to the essentials. I need to make sure not to fall into some sort of feature creep trap, but unfortunately, things like that are inevitable, as ideas originally conceived need to be fleshed out a bit more.
But that’s it for now. Again, I hope to have this done by next week, which means minor updates until now. And maybe I’ll try and be cool, and post a postmortem or something, even though I’m not dropping support of the game at all. Actually, it’s probably too early for that.
Oh music. I won’t forget about you.
I really enjoy collaboration, and have always somewhat wanted to work with others on fun project. Since I’m neck deep in my game, and don’t really want to have to explain a ton of things to someone who may want to work with me (at least, not right now), I have decided to try something else, musically.
This is a (experimental) project that I’m starting via github. If you know about git, then great! If you kinda know about git, you should read more(Pro Git is excellent in my opinion). If you have no clue about what git is, it’s basically a really cool magical device that can get you out of a lot of trouble that you can potentially create for yourself and/or others.
The goal of this project is to create music! But how? Well, I’ll start by creating a short and sweet track with a program called Reason. After that, I will tell anyone who wants to get involved, “Hey, take this and do whatever you want with it!”. So, Bob comes along and takes the file, edits it, adds more, then tells me “Look what I did! Let’s add this to what you did!”. So we put it together! Now we have a larger, and hopefully better (depending on Bob’s ‘skillz’) piece of music. But here comes Alice. Alice then takes the file that Bob and I collaborated on and makes it bigger by adding her own work. Now we have a longer song! Cool beans, right?
But let’s say Frank likes what Bob did, but loathes what Alice added. Well, Frank (by using the secret magic of git) can grab the file, make some changes, and replace what Alice did with his own work. He can then say “Hey, Alice! Since you broke up with me, I made something that’s better than what you did!” He’s bitter, I guess…..
Anyway, Frank can then create a new file, separate from the one that is also currently being worked on, and share that track with everyone else. More and more people could get in on the action. Resulting in…well, hopefully fun?
We’ll see how this turns out. It’s an experiment, and could potentially blow up in a bad way, leaving me with a G-Clef scar on my chest…..which actually sounds kinda cool….
That’s it for now. I should stop before I draw a fake G-Clef scar around my belly button……