Re: Unity Cloud Build?

Mon 22. Jan 2018, 17:22

[Nevigo] Peter Sabath wrote:A reimport should not be required when you commit all files.

But if you use SVN you will need some extra handling with deleting not longer used files and binary files will get overwritten on the next export clearing the read-only flag that SVN adds automatically for files that have the "needs-lock" property set, which is an auto-property for most binary files in an standard config. This is not a big problem if those files are not modified from other users and not need for a merge of binary files arises.


Try this steps to reproduce:
1. You need 2 folders with same project to test this issue.
2. Export Manfred to folder one and commit all after reimport.
3. Clone in folder 2 and open Unity. Watch fucking reimport!
4. Add some changes in Articy project and export to project 1. Wait for reimport and commit all files.
5. Pull in folder 2 and ... Watch fucking reimport!
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misterionkell
 
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Re: Unity Cloud Build?

Fri 2. Feb 2018, 17:52

[Nevigo] Peter Sabath wrote:Hi misterionkell,

sorry for the long delay in answering / providing any news.

I have just uploaded a preview version

Unity 2017: http://www.nevigo.com/download/importer-unity/ArticyImporter2017_32517.unitypackage
Unity 5.5-5.7: http://www.nevigo.com/download/importer-unity/ArticyImporter_32517.unitypackage

Those version create the file(s)

LockFileImportRunning when an import is running
ArticyImportFailed when an import has failed

both files are created directly inside the unity project folder (directly outside of the "Assets" folder)

Will this work for you, so we can add this to the official release?


Please guys update test packages - link is broken.
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misterionkell
 
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Re: Unity Cloud Build?

Mon 5. Feb 2018, 11:48

The links in the above post are now fixed.
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Peter Thielmann
 
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Re: Unity Cloud Build?

Mon 5. Feb 2018, 12:30

Thank you. Should i need to start new issue or we could continue here?

I miss one thing in this steps:

1. You need 2 folders with same project to test this issue.
2. Export Manfred to folder one and commit all after reimport.
3. Clone in folder 2 and open Unity. Watch fucking reimport!
4. Add some changes in Articy project and export to project 1. Wait for reimport and commit all files.
5. Pull in folder 2 and ... Watch fucking reimport!

You should build project with Articy from console. This steps give us 100% fails with rebuild in cloud. Even with 100% byte to byte sameness with Articy files it require reimport in some cases.
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misterionkell
 
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Re: Unity Cloud Build?

Tue 6. Feb 2018, 13:01

Hi misterionkell,

regarding to an automatic reimport the only thing the plugin does is receiving information from Unity about which files has been changed. If one of the files where Unity says that they have changed is the articy export file or a localization file, the plugin starts a reimport. On any changes there we would work against Unity.

Would it be helpful for you when we offer an option in the plugin settings to disable the automatically reimport?
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[Articy] Christian Schildt
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Re: Unity Cloud Build?

Mon 12. Feb 2018, 12:42

[Nevigo] Christian Schildt wrote:Hi misterionkell,

regarding to an automatic reimport the only thing the plugin does is receiving information from Unity about which files has been changed. If one of the files where Unity says that they have changed is the articy export file or a localization file, the plugin starts a reimport. On any changes there we would work against Unity.

Would it be helpful for you when we offer an option in the plugin settings to disable the automatically reimport?


Yes, it should be usefull and could fix the problem. And also please include to production build this trick with files- it works well while building game on CI servers (testes woth Unity cloud and own Jenkins server).
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misterionkell
 
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Re: Unity Cloud Build?

Tue 13. Feb 2018, 16:23

Hi misterionkell,

both features will be in the next production build, which we release as soon as possible.
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[Articy] Christian Schildt
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