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asset_management [2015/02/23 09:38]
tom
asset_management [2015/02/23 09:49] (current)
tom
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 We should do it this way, because it's intuitive to think of things in context. ​ Having a folder with hundreds of script files, sorted by function, is fun, but it's really not using Unity'​s file manager to full advantage. We should do it this way, because it's intuitive to think of things in context. ​ Having a folder with hundreds of script files, sorted by function, is fun, but it's really not using Unity'​s file manager to full advantage.
 +
 +===== GIT =====
 +GIT is the version controller we will be using. ​ GIT tracks changes made to the code.  One of the most important things about GIT is it's use of **branches**. ​ Simply put, a branch is a slightly different version of the entire directory.
 +
 +In our case, we will be using different branches for the various versions of the game that will exist on all platforms.
 +
 +You can copy code between branches - this is called merging. ​ Merging is used to sync up code between branches and keep them working.
 +
 +We DO want to merge Universal assets between branches (we want that to stay in sync). ​ We do **not** want to merge PerPlatform assets between branches, though.
 +
 +Here's an example of why we have PerPlatform and Universal:
 +  - Someone edits code in TouchInterface. ​ This is a global code piece, common to all platforms. ​ They merge this code (in the Universal/​Code/​Core folder) into all other branches of the game without breaking anything.
 +  - Now let's say someone creates a half-resolution spritesheet for a game character, to reduce memory used for a handheld platform. ​ They do NOT want this downrezzed version to be distributed to all other platforms, so they should keep this spritesheet in the PerPlatform folder, within the branch "​3DS",​ for instance. ​ Keeping this code in here will restrict its use to the DSI platform, which will avoid polluting the asset trees for other systems.
 +
 +=== GIT Branches ===
 +  * **master** is the main branch. ​ The system is OSX / Windows. ​ This is the version used for most development and testing, and the version from which other branches import new assets
 +  * ouya (not exists yet)
 +  * 3ds (doesn'​t exist yet)
 +  * wiiu (doesn'​t exist yet)
 +

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