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[Q] VCS Branches, Unity Versions, breaking lightmaps #50
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Have you found the answers to these? |
Unfortunately, I didn't find answers to these questions yet. |
Apologies for the delayed response to this. Answers to your questions:
There is a proposal to introduce client namespacing to the cache server to address scenarios 1-3, but currently isn't prioritized for development. Feedback from devs like yourself that would find value in that feature is helpful to inform priorities. I'm curious what your experience with High Reliability mode has been so far? I haven't received much feedback on that feature since its release. |
Thank you for your answers! And no worries, we were busy too! We figured out why our lightmaps, were breaking, it had nothing to do with the cache server: we are building the lightmap UVs using unity, it turns out that if the project is opened using a unity version which is newer than the one with which the UVs were generated then the lighting breaks. As a workaround, we initially import the project using the Unity version with which the UVs were generated and then switch to the newer version. Because the cache server is sensitive to the unity version, this workaround obviously does not work. Because we were in the middle of releasing a game we had no time to rebuild lightmap UVs or do anything about that so the team stopped using the cache server. I was the only one continuing using the server. Because of that, I cannot give you any valid feedback for the High-Reliability mode yet. However, we are planning to use the cache server in the near future again, then I'll provide you with feedback!
Is it possible to configure unity to use different cache servers for different unity versions? As it is now all unity versions installed on my PC use the same cache server, even though I configured it only in one version. I assume the issue is that all installed unity versions use the same configuration files and not their own version specific configuration. |
No it is not possible right now - the cache server configuration is a system wide editor setting. The best workaround is to create shortcuts for launching Unity that use the CLI option I described above to override the system setting at startup. |
I feel like the command-line argument approach butts heads with Unity's own recommendation that we should use the Unity Hub - as far as I know we can't setup Hub to pass command line arguments to a launching Editor? |
The Hub will have the ability to pass CLI args to Unity on a per-project basis in an upcoming release (currently planned for Q1 this year) |
Maybe per install to? |
Hi, This is the high level CLI arguments :
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Hey all, we use the unity cache server in our local network for the whole team. Recently we were forced to split development into two branches which are diverging. We noticed that lightmaps started to break between the teams working on the two branches. (we have different lightmaps on the two branches) We suspect that the cache server is at fault, as both teams use the same server and unity might not be able to differentiate which lightmap correspond to which branch. (they maybe generate the same hash?)
Until now we didn't run the cache server in High-Reliability Mode. We enabled this mode this morning and now hope that this resolves our problem. (we used
default.yml
as a template for our configuration, we assume this is correct?)However, this issue caused us to ask ourselves following questions:
We also have some other questions unrelated to the issue stated above:
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