Not directly related to AC as such, but just thought I'd remind everyone to have a strong backup regime when working on projects. Tonight I was saved by this, meaning I only lost about three hours' work instead of everything.
My gut feeling is it was a Unity editor bug, but I never really panicked because I knew I had at least 10 generations of working backups and all my asset source projects in a separate location. Will make a formal Unity bug report if I manage to recreate it tomorrow.
So ... learn the easy way from someone who originally had to learn the hard way: Back Up Your Stuff!!!
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i have a temperamental pc that likes to blue screen. i blame windows 8
Sometimes, it crashes and opening the scene has nothing inside it. And this is where backup comes in handy !
Here is an old thread that it would be helpful to have updated.
Does anyone have any thoughts on this subject in 2020? I have no idea how to get started with backing up my project in a more sophisticated way than dropboxing...
What are YOU doing and how?
Five years later, Git is definitely the way to go. I use GitHub for everything now, and support for large binary assets now works smoothly.
I pay $5.00 per month for 50 GB storage on GitHub, and that easily handles around a dozen active and archived projects. Overall a much better experience than I had when I used Unity Collaborate.
If you're importing 3rd party asset packs to your project, I can't recommend Maintainer enough: https://assetstore.unity.com/packages/tools/utilities/maintainer-32199
Indeed - IMO any project should rely on Github or similar version control, even the free options.
Ah, interesting! Thanks, @Snebjorn.
I was asking around on the Discord and just had a recommendation for Unity Collaborate. At 9Bucks a month I was a bit dubious.
I guess I will look back at Github again. Is it not a complete pain in the neck having to constantly 'Push branches' etc?
For completeness, on the same Discord thread someone recommended this GUI for people like me who are scared of too much code: https://git-fork.com/
Git doesn't have to be complicated at all, especially if you're not using branches. Also, if you're a single developer, you probably won't have any issues at all with merging.
I use GitHub's desktop client which makes it all very straightforward, and on the few occasions I've needed to revert changes in a project it's also been quite simple.
Thanks for that last nugget, @Snebjorn - GitHub's desktop client seems fine, you're right. I appear to be just about up and running! Woop. This video was very helpful for anyone looking to do the same - https://youtube.com/watch?v=qpXxcvS-g3g
A related question, which has been bugging me for a while now anyway:
The way I have my folders organised, all of the AC assets, including the demo, are also inside of my Unity Project Folder. This bulks out the size of the project quite a lot. Is there a smarter way to manage these files?
i.e. can I put them somewhere else in my Unity file tree and still have access to them in the project, or is this just a necessary evil?
The Demo folders are not necessary, so long as your own game doesn't rely on any of their assets.
I just got my github repository all setup thanks to this great thread.
What do most users here do for allowing play testers to submit bugs? I have set my repository to private code, but would still like users to be able to submit feedback and not everyone has a github account.
What is the best way for players to submit feedback/bugs?
I've seen some mention that there are tools/plugins that can connect google forms to Github etc..
Thanks for any advice!