Plastic SCM 是版本控制软件。有关 Plastic SCM 的更多信息,请参阅其网站。
要设置 Plastic SCM,请参阅其关于设置 Plastic SCM 的文档。有关在 Unity 中设置版本控制的信息,请参阅版本控制文档。
如果您修改了文件,Plastic SCM 会自动签出文件。唯一需要特定签出说明的文件是项目设置 (Project Settings) 文件,否则无法更改这些文件。
在项目中本地编辑某些文件时,如果远程也编辑了这些文件(冲突),则需要执行合并。这意味着需要在执行合并之前查看更改。如果 Unity 认为需要在提交更改之前执行合并,则将提示您完成合并。此时将转到 Plastic SCM 客户端。
如果传入的更改与本地更改冲突,则会在传入更改窗口中的冲突文件上显示一个问号图标。以下是使用 Plastic SCM 解决冲突与合并的快速指南:
要使用 Plastic SCM 来锁定文件,请执行以下操作:
../PlasticSCM/server
中找到服务器目录。rep:default lockserver:localhost:8087
*.unity
*.unity.meta
在此示例中,所有 .unity 和 .unity.meta 文件都将被锁定以便在存储库“default”上签出。
./plasticsd restart
命令来重新启动服务器。cm listlocks
有关更多信息,请访问 Plastic SCM 锁定文件文档。
PlasticSCM 不支持远程活动,但 Perforce 支持。因此,在 Editor 中,Plastic SCM 无法使用此功能。Project 窗口中不会显示“Checked out Remote”和“Out of Sync”之类的状态。
有关使用 Plastic SCM 在分布式模式 (DVCS) 和脱机状态下工作的更多信息,请参阅 Plastic SCM 的分布式版本控制指南 (Distributed Version Control Guide)。
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