9 years agocolinbday commented on job000554 for I think we can close this. Unity stomped over the setting that told it to use MonoDevelop as the external editor during the Unity upgrade process. O ...I think we can close this. Unity stomped over the setting that told it to use MonoDevelop as the external editor during the Unity upgrade process. Once set again from the Unity preferences, Unity is properly detecting the script change and P4Connect is doing the appropriate source control checkouts on those files too. « | ||
2 comments | ||
9 years agocolinbday commented on job000554 for I went back to an older version of P4Connect to troubleshoot this and other things, still occurring in older version 2015.3/1311537 (maybe older, this ...I went back to an older version of P4Connect to troubleshoot this and other things, still occurring in older version 2015.3/1311537 (maybe older, this is as far back as I've gone so far) « | ||
9 years agocolinbday commented on job000349 for Thanks Norman, I've opened a support case with some screenshots. | ||
9 years agocolinbday commented on job000351 for I will email this information to support@perforce.com, but I'll place it here as well. 1) Preferences file I will email this information to support@perforce.com, but I'll place it here as well. 1) Preferences file ~/Library/Preferences/com.unity3d.UnityEditor.plist 2) OS Version 3) Yes, Unity remembers my existing project on startup Additionally, here are the contents of my 5.x.plist P4Connect section (Server URI and password redacted) « | ||
9 years agocolinbday modified job000352 for Get latest from within Unity does not work. An exception is reported: Path '/...' is not under client's root '/Users/colinday/Deveopment/Spell...bind/colin.day-main'. There appears no way to ever get path P4Connect is using (/...) into a workspace view because it does not reside within any depot which is usually in the form of something like //depotname/... //workspace-name/... http://www.perforce.com/perforce/r12.2/manuals/cmdref/o.views.html Forums are reporting this does not work on both Windows and OSX. http://forums.perforce.com/index.php?/topic/4368-path-c-is-not-under-clients-root/ « | ||
9 years agocolinbday created job000352 for Get latest from within Unity does not work on OS X. An exception is reported: Path '/...' is not under client's root '/Users/colinday/Deveopme...nt/Spellbind/colin.day-main'. There appears no way to ever get path P4Connect is using (/...) into a workspace view because it does not reside within any depot which is usually in the form of something like //depotname/... //workspace-name/... http://www.perforce.com/perforce/r12.2/manuals/cmdref/o.views.html « | ||
9 years agocolinbday created job000351 for Configuration saving does not work properly on OS X. When set to use EditorPrefs, P4Connect simply just did not actually remember any settings... after restarting Unity. Workaround was to change to use a config file (and annoying cause we have to constantly ignore this file in all our external p4 tools), now P4Connect remembers settings, however now the settings window still states it's using "EditorPrefs", touching it and saying to use editor prefs again breaks it all over again. « | ||
10 years agocolinbday created job000349 for Error messages in OS modal dialog boxes are not helpful, they frequency contain so much info they don't fit in the window, can't be copied, and you ca...n get repeated windows popping up over and over and over ... I would rather see just a single list of all errors at the end of the operation displayed in the Unity console log « | ||
10 years agocolinbday created job000348 for P4Connect needlessly attempts to checkout out all project assets when switching platforms (say iOS -> Windows) | ||
10 years agocolinbday commented on job000123 for In the above image, the "Female" and "Male" files are checked out by others ... but it's really difficult to tell because the blue checkmark icon blen ...In the above image, the "Female" and "Male" files are checked out by others ... but it's really difficult to tell because the blue checkmark icon blends into the icon. « | ||
10 years agocolinbday commented on job000123 for Additionally, it is very difficult to tell if a file is checked out by others because the icons are overlaid on the inspector node preview. It might ...Additionally, it is very difficult to tell if a file is checked out by others because the icons are overlaid on the inspector node preview. It might be better to display the perforce icons at the start of the node and shift over the icon and the node name like Unity does in the native Perforce integration so that the icons are rendered over a blank area in the display and can easily be seen (or not seen when not version controlled etc.) « | ||
10 years agocolinbday modified job000344 for P4Connect does not respect the the typemap setup on the server. This appears to have been reported in Job 175, but that job has been closed and... the issue still remains. If I have my server typemap set to make all .prefabs +l and all .cs files +w, whenver I add a new prefab or C# source file from within Unity it should automatically appear added to the default changelist with those filetype attributes, but they do not. An example typemap set on the server: # Perforce File Type Mapping Specifications. # # TypeMap: a list of filetype mappings; one per line. # Each line has two elements: # # Filetype: The filetype to use on 'p4 add'. # # Path: File pattern which will use this filetype. # # See 'p4 help typemap' for more information. TypeMap: text+w //....cs text+l //....prefab Version Info: Server version: P4D/DARWIN90X86_64/2015.1/1073410 (2015/06/11) Server Operating System: Mac OSX 10.10.5 Unity Version: 5.1.3f1 P4Connect: 2015.2.122.0542 Client Operating System: Mac OSX 10.10.5 « | ||
10 years agocolinbday modified job000344 for P4Connect does not respect the the typemap setup on the server. This appears to have been reported in Job 175, but that job has been closed and... the issue still remains. If I have my server typemap set to make all .prefabs +l and all .cs files +w, whenver I add a new prefab or C# source file from within Unity it should automatically appear added to the default changelist with those filetype attributes, but they do not. An example typemap set on the server: # Perforce File Type Mapping Specifications. # # TypeMap: a list of filetype mappings; one per line. # Each line has two elements: # # Filetype: The filetype to use on 'p4 add'. # # Path: File pattern which will use this filetype. # # See 'p4 help typemap' for more information. TypeMap: text+w //....cs text+l //....prefab « | ||
10 years agocolinbday commented on job000175 for Created Job 344 to track it. | ||
10 years agocolinbday created job000344 for P4Connect does not respect the the typemap setup on the server. This appears to have been reported in Job 175, https://swarm.workshop.perforce....com/jobs/job000175 but that job has been closed and the issue still remains. If I have my server typemap set to make all .prefabs +l and all .cs files +w, whenver I add a new prefab or C# source file from within Unity it should automatically appear added to the default changelist with those filetype attributes, but they do not. An example typemap set on the server: # Perforce File Type Mapping Specifications. # # TypeMap: a list of filetype mappings; one per line. # Each line has two elements: # # Filetype: The filetype to use on 'p4 add'. # # Path: File pattern which will use this filetype. # # See 'p4 help typemap' for more information. TypeMap: text+w //....cs text+l //....prefab « | ||
10 years agocolinbday commented on job000175 for P4Connect still does not respect the type map of the server as of version 2015.2.122.0542 | ||
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