2/19/2023 0 Comments P4merge location# generally really quick to set up and there are quite a few options. # You'll need an internal/private cloud repository you can use. Internal/Private Cloud Repository Set Up # Ran git mergetool, but then it just openen File Merge as if I hadn't set up smart merge and p4merge as fallback.Ĭan someone perhaps guide me step by step through the process of setting up smart merge for mac GIT p4merge as fallback? I'm using unity 5.3.5f1 Personal edition, so I can't set up the fallback tool via the editor preferences.# Here are the requirements necessary to ensure this is successful. Tried to merge the feature branch into the master branch. I switched back to the master branch, made some changes on the same object in the same scene. I made a feature branch, made some changes to the scene and made a commit. I setup a test project and made a commit. I Read that I need to Setup a fallback mergetool in this mergespecfile, so I downloaded p4merge. * use "%programs%/Utilities/DiffMerge.app/Contents/MacOS/DiffMerge" -nosplash -m -t1="Incoming Changes" -t2="Base" -t3="Working Copy" -r="%d" "%l" "%b" "%r" * use "%programs%/DiffMerge.app/Contents/MacOS/DiffMerge" -nosplash -m -t1="Incoming Changes" -t2="Base" -t3="Working Copy" -r="%d" "%l" "%b" "%r" * use "%programs%\SourceGear\Common\DiffMerge\sgdm.exe" -nosplash -m -t1="Incoming Changes" -t2="Base" -t3="Working Copy" -r="%d" "%l" "%b" "%r" * use "%programs%\SourceGear\DiffMerge\DiffMerge.exe" -nosplash -m -t1="Incoming Changes" -t2="Base" -t3="Working Copy" -r="%d" "%l" "%b" "%r" * use "/opt/plasticscm4/client/mergetool" -b=%b -s=%l -d=%r -r=%d * use "/opt/plasticscm/client/mergetool" -b=%b -s=%l -d=%r -r=%d * use "%programs%/PlasticSCM/client/mergetool" -b=%b -s=%l -d=%r -r=%d * use "%programs%\PlasticSCM4\client\mergetool.exe" -b=%b -s=%l -d=%r -r=%d * use "%programs%\PlasticSCM5\client\mergetool.exe" -b=%b -s=%l -d=%r -r=%d * use "%programs%/p4merge.app/Contents/Resources/launchp4merge" "%b" "%l" "%r" "%d" * use "%programs%/Araxis Merge.app/Contents/Utilities/compare" -3 -a2 -wait -title1:"Other" -title2:"Base" -title3:"Local" "%l" "%b" "%r" "%d" * use "%programs%/Beyond Compare.app/Contents/MacOS/bcomp" "%r" "%l" "%b" "%d" * use "/usr/bin/opendiff" %r %l -ancestor %b -merge %d Prefab use '%programs%//p4merge.app/Contents/MacOS/p4merge’ "%l" "%r" "%b" "%d" Unity use '%programs%/p4merge.app/Contents/MacOS/p4merge’ "%l" "%r" "%b" "%d" # On OSX %programs% is replaced with "/Applications" and "$HOME/Applications" thereby resulting in two entries to try out # On Windows %programs% is replaced with "C:\Program Files" and "C:\Program Files (x86)" there by resulting in two entries to try out # %d is replaced with a path where the result should be written to # %b is replaced with the common base version # %r is replaced with the path of the incoming remote version # %l is replaced with the path of you local version # on other that the default fallbacks listed below. # Modify the next two lines if scene or prefab files should fallback I found the manual on unity smartmerge and gave it a try.Ĭmd = '/Applications/Unity/Unity.app/Contents/Tools/UnityYAMLMerge' merge -p "$BASE" "$REMOTE" "$LOCAL" "$MERGED" Before we start I wanted to see if working with unity and GIT is possible/easy. We are a small team starting on a new project.
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