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Include Library/*.asset files for Unity3D #3068

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@der-hugo
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@der-hugo der-hugo commented May 23, 2019

Reasons for making this change:

For me it made sense to also include the [Ll]ibrary/*.asset files.

This includes e.g. the build target and build settings so after cloning on a different device I don't have to go to the Build settings and switch platform or re-add all required scenes.

Links to documentation supporting these rule changes:

There isn't really one, this is just my experience.

jdpoenisch
For me it made sense to also include the [Ll]ibrary/*.asset files.
This includes e.g. the build target and build settings so after cloning on a different device I don't have to go to the Build settings and switch platform or re-add all required scenes.
@Coeur
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@Coeur Coeur commented Jul 23, 2019

Please update your Pull Request title to mention that it's affecting Unity: it's hard enough to browse through more than a hundred pending pull requests. Thank you.

@der-hugo der-hugo changed the title Include Library/*.asset files Include Library/*.asset files for Unity3D Jul 25, 2019
@der-hugo
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@der-hugo der-hugo commented Jul 25, 2019

@Coeur Done. Sorry for the inconvenience!

@shiftkey
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@shiftkey shiftkey commented Jul 25, 2019

@jdpoenisch thanks for the contribution!

There isn't really one, this is just my experience.

Does anyone else agree or disagree with this change?

cc @Flate @shana @johnsoncodehk @FutureClemens @ksmit799 @LucasSteer @matzar @cscharfen

@ksmit799
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@ksmit799 ksmit799 commented Jul 25, 2019

The library folder is a cache folder, and as such would only serve to clutter commits. Rather then relying on cached configuration options, I would recommend setting up your own build scripts to simplify the building process across devices (see here).

@der-hugo
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@der-hugo der-hugo commented Jul 25, 2019

The library folder is a cache folder, and as such would only serve to clutter commits. Rather then relying on cached configuration options, I would recommend setting up your own build scripts to simplify the building process across devices (see here).

That's true in general for the Library folder .. that's why it is ecluded by the gitignore already.

Just as said for me it made sense to keep at least some of the *.asset files and rather to implement additional methods for something that actually already exists in the UnityEditor I decided to simply keep them and never had to worry about switching the platform or adding all scenes again to the build settings when cloning to a new device.

I noted there are some that really make no sense to keep as they change every time like e.g.
Library\InspectorExpandedItems.asset

but I definitely want to keep e.g.
Library\BuildSettings.asset
Library\EditorUserBuildSettings.asset
Library\EditorUserSettings.asset
Library\ProjectSettings.asset

@ksmit799
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@ksmit799 ksmit799 commented Jul 26, 2019

You're free to make your own local changes, however in general I think many developers would not want their build configurations being tracked by git. This is especially true when working on multi-team projects, as there will often be several different developers building with different configurations simultaneously.

@johnsoncodehk
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@johnsoncodehk johnsoncodehk commented Jul 26, 2019

In a simple case, osx and windows build settings are not common, like ios build only exists in osx and not in windows.

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@cscharfen cscharfen commented Jan 31, 2021

You're free to make your own local changes, however in general I think many developers would not want their build configurations being tracked by git. This is especially true when working on multi-team projects, as there will often be several different developers building with different configurations simultaneously.

Absolutely true!
Plus: Generated files shall not be submitted to the git repo. Use shared Cache Servers to share cached & generated files, but not git.

@matzar
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@matzar matzar commented Feb 9, 2021

The library folder is a cache folder, and as such would only serve to clutter commits. Rather then relying on cached configuration options, I would recommend setting up your own build scripts to simplify the building process across devices (see here).

You're free to make your own local changes, however in general I think many developers would not want their build configurations being tracked by git. This is especially true when working on multi-team projects, as there will often be several different developers building with different configurations simultaneously.

Absolutely true!
Plus: Generated files shall not be submitted to the git repo. Use shared Cache Servers to share cached & generated files, but not git.

It seems like it would require some extra set-up for .gitignore to work properly, so I wouldn't add it to the official one which should work out-of-the-box, without any extra set-up.

Mark, I've put Library/*.asset into my .gitignore in the past; used that .gitignore from the first commit onward; did not store Library/*.asset anywhere else; lost all my local copies and effectively lost all of my Library/*.asset files.

Regardless, I'd say there might be an argument against putting this one into the official .gitignore.

cc: @shiftkey @ksmit799

@cscharfen
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@cscharfen cscharfen commented Feb 9, 2021

@der-hugo It is probably to late to tell you now or you already figured it out yourself, but in case not or someone else comes across this, you might be interested in Unity Cache Server / Unity Accelerator depending on your Asset Import Pipeline.

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