[=;433542]
Referencing assets by path is what’s wrong to begin with.
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I’ve never used Unity - but by the sounds of it, the alternative going by their method is the have an additional file associated with every file in the content folders? Each time you moved something, you’d have to rebuild the DDC as well which can take hours on some projects.
[=NegInfinity;433638]
Please, just stop. It doesn’t work this way you describe with sane version control. There really aren’t any possible sane excuses here you could think of.
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Perforce, the industry standard, absolutely does work that way. You cannot merge binary files, therefore if you check in a file while somebody else has it checked out - one of you has to lose your changes. To make this easier to visualize here’s a scenario:
- Somebody in Level Design checks out a map and starts working on it in their local Workspace. Say they’re working on it for a week.
- I decide I want to move a Particle System or Material referenced by that level, so I move it. Without a Redirector, I would also have to check out the Level as well, and submit that once I was done.
- I then check-in the level, and other people in the update to that version and uses the new particle system and material in various places around the project.
- Person a checks in their level at the end of the week, but can’t because they don’t have latest. They either have to lose their work, or we have to spend several hours reversing all the effects of me moving that particle or material across several days worth of several peoples commits. Not only is it a waste of your time but it’s also a waste of others’, and you also risk ******* a lot of people off if they can’t submit their work for whatever reason.
Unreal’s roots are first and foremost, an engine for studios of that kind of size where things like this would become a big problem.
As much as I’m an Unreal fanboy, there’s a genuine reason for their existence. IF, there’s a better solution that fixes both sides of the problem then great - I’m all for it. Meh, I’ve made my point.