

You can check this by running the following command in cmd at the root of your project: " svn status -u".

What you're seeing is most likely the result of Wise SVN having too much changes to display. Also, I didn't have access to MacOS these days and I have no guarantee that it is stable there. I try testing every possible case I can think of, but I may miss some. Editor file operations (move / delete etc.) are synchronous but offline.Īlso keep in mind that these changes haven't gone through extensive testing. All long online operations operations are offloaded onto another thread (mainly the SVN status database). If that is not the case, I have no idea what could be slowing down your editor. So in this case, GetStatusAsync() could be useful, I agree. WiseSVNIntegration.GetStatus("Assets/SomeFile.prefab", new SVNStatusDataOptions() ) method, that might freeze the editor, yes. You can use it to get lock details for a file you know it is locked.īy " checks for repository changes" I assume you want to get some file status (to check if it is locked or something) from code by calling WiseSVNIntegration.GetStatus("Assets/SomeFile.prefab") This version of the method is synchronous, but offline (won't do requests to your repo, so it shouldn't be slow depending on your HDD). I have also added method FetchLockDetails() to fetch lock details (owner, message, date) with an Async version as well. Yeah, I have added LockFile() and UnlockFile() methods (with Async counterparts). I wanted to do some more API improvements before I write back, but it seems you saw my changes till now. It allows you to lock the currently open scene/prefab, and also shows the current lock status so you never accidentally work on a scene/prefab someone else is currently working on (when someone else has a lock the rectangle is also bright red : meta (since you need to commit externals seperately).Īs for locking, the people in our company often had problems of editing the same scenes/prefabs, so I made a little overlay/button for the scene view that is really "in your face". And since we use externals (we have some code that is shared between projects) we also have a button to start a commit on just the externals folder without the. Thanks for your update, Externals no longer throw any errors!Īs for the public SVNContextMenusManagermethods - we have big buttons in the sceneview to start an update all and commit all so it's easier and faster to work with SVN from within Unity, so it's basically just a more visible and faster to access menu entry. This is an issue with how Unity works, not the plugin iteself. "Assets/SVN/Update All" will block Unity while updating, to avoid Unity processing assets at the same time. Preferred workflow is to always work inside Unity - use the "Assets/SVN/." menus. Newly added asset guids may get corrupted in which case the Library folder needs to be deleted. WARNING: Never focus Unity while the project is updating in the background.

Show server changes that you need to update.Provides assets context menu for manual SVN operations like commit, update, revert etc.Will work with other custom tools as long as they move / rename assets using Unity API.Moving folders / files that have conflicts will be rejected.Moving assets to unversioned folder will ask the user to add that folder to SVN as well.Hooks up to Unity move and delete file operations and executes respective svn commands to stay in sync.(Optional) Have TortoiseSVN (for Windows) or SnailSVN (for MacOS) installed.Have installed SVN command line interface (CLI).A must have plugin if you use SVN as your version control system in your project. Simple but powerful SVN Integration for Unity 3D utilizing TortoiseSVN (for Windows) or SnailSVN (for MacOS) user interface.
