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	<title>Comments on: Unity Development Blog 2 &#8211; Assets Server</title>
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		<title>By: Ryan Zec</title>
		<link>http://www.underthecode.com/2009/06/12/unity-development-blog-2-assets-server/comment-page-1/#comment-28</link>
		<dc:creator>Ryan Zec</dc:creator>
		<pubDate>Mon, 15 Jun 2009 10:46:17 +0000</pubDate>
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		<description>Joe B: Well Unity&#039;s assets server does help with some of the binary files that Unity uses that something like SVN would not be able to handle easily however the way that Unity is built, it would be impossible to effectively use SVN for scripting and other text-based files.  The reason is that Unity keeps track of all assets (include images, models, scripts, audio clips, etc...) in its metadata files.  So if you added a script, Unity in the background would update its metadata and that right now requires the Unity assets server to properly work with.

Now while I assume it is possible to work with SVN and Unity&#039;s files (since they are working on integrating SVN/Perforce to work with Unity) it probably requires a better understanding of Unity&#039;s files (like the metadata, prefabs, etc...).</description>
		<content:encoded><![CDATA[<p>Joe B: Well Unity&#8217;s assets server does help with some of the binary files that Unity uses that something like SVN would not be able to handle easily however the way that Unity is built, it would be impossible to effectively use SVN for scripting and other text-based files.  The reason is that Unity keeps track of all assets (include images, models, scripts, audio clips, etc&#8230;) in its metadata files.  So if you added a script, Unity in the background would update its metadata and that right now requires the Unity assets server to properly work with.</p>
<p>Now while I assume it is possible to work with SVN and Unity&#8217;s files (since they are working on integrating SVN/Perforce to work with Unity) it probably requires a better understanding of Unity&#8217;s files (like the metadata, prefabs, etc&#8230;).</p>
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		<title>By: Joe B</title>
		<link>http://www.underthecode.com/2009/06/12/unity-development-blog-2-assets-server/comment-page-1/#comment-22</link>
		<dc:creator>Joe B</dc:creator>
		<pubDate>Sat, 13 Jun 2009 03:44:19 +0000</pubDate>
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		<description>So the game development world has always been kind of a mystery to me. Does the asset server only manage binary files? Is there any way to establish a system where modellers and UI designers use the asset server for development and push out periodic &quot;nightly builds&quot; to the developers? It seems like that might allow at least the devs to stick to a mainstream/opensource versioning system, but maybe there&#039;s something somewhere in the setup that would keep this from working.</description>
		<content:encoded><![CDATA[<p>So the game development world has always been kind of a mystery to me. Does the asset server only manage binary files? Is there any way to establish a system where modellers and UI designers use the asset server for development and push out periodic &#8220;nightly builds&#8221; to the developers? It seems like that might allow at least the devs to stick to a mainstream/opensource versioning system, but maybe there&#8217;s something somewhere in the setup that would keep this from working.</p>
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		<title>By: TJ Kelly</title>
		<link>http://www.underthecode.com/2009/06/12/unity-development-blog-2-assets-server/comment-page-1/#comment-20</link>
		<dc:creator>TJ Kelly</dc:creator>
		<pubDate>Sat, 13 Jun 2009 03:30:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.underthecode.com/?p=173#comment-20</guid>
		<description>I don&#039;t get any of this. Buut.. cool post.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t get any of this. Buut.. cool post.</p>
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