Комментарии:
Cool tutorial!
The next step should be Git LFS, otherwise people will run out of storage space on GitHub/GitLab/Bitbucket quite quickly once their game becomes somewhat complex (especially 3D, with a lot of big texture and model files).
However, to avoid being burned like me, it's important to modify the line ending rules for “TerrainData” assets, because even though everything might be text-based (with asset serialization set to “Force Text”), some assets will always be binary (TerrainData, LightingData, Navmesh). And pushing such files to git will automatically unify the line endings, thus corrupting all the binary files – and you will only find out about this later when you need to pull the assets from remote.
So after I tried to revert to a previous version of my game, it irreparably wiped all my terrains clean, because only the working version was fine, but all of “git” history of the terrain data files has been corrupted.
It's probably not a piece of advice for git beginners this tutorial is aimed at, but it's better to be aware of this too early rather than too late…
Thanks so much! you saved my project!
ОтветитьHow do i know what license i use
ОтветитьI am always a bit lost when it comes to the privacy bit. Who can see and change the project now? I assume when set to private, no one can see my files or change them. When not ticked the private box, only I can edit files, but others can download the project?
ОтветитьVery simple and straight to the point! Good job!
ОтветитьThank you.
Ответитьgood video, i'm waiting for the GIT LFS!
ОтветитьWaiting for the git commands video!
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