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Question by stephero · Jun 02, 2017 at 02:21 PM · scenemetadatasource-controlperforce

Best Practices to use Perforce with Unity

I setup my P4 server to use Perforce with Unity. It works pretty well, but I have a problem regarding the workflow with binaries, and especially scenes. I have 2 solutions:

Solution A: set the Version Control mode to Perforce, and use Unity's P4 integration

The thing is that Unity checkouts way too many files when I edit a Scene. It usually checkouts every prefabs used in the Scene, and sometimes even prefabs not used at all for some reason. This makes the Editor super laggy, and I need to "revert unchanged files" every 5 min, which is super annoying.

Solution B: let the Version Control mode to Visible Meta Data in Unity

And set the P4 workspace to allwrite to be able to edit my asset directly through Unity without having to checkout them in P4V. And then I perform some Reconcile offline work to properly checkout my modified files.

The problem is that I loose all the benefit of exclusive checkout on un-mergeable binaries such as Scenes files.

Worse than that, if I start to edit a scene file which is already exclusively checked out by another user, P4V will not complain and will not show me my modified files when I do a Reconcile offline work, which super error prone.

So I don't find any good solution to work use P4 and Unity together. How do you handle these issues? Do you have any advises?

Thanks

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