Author Topic: UIAnchors causing problems with source control?  (Read 1858 times)

nyxling

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UIAnchors causing problems with source control?
« on: April 26, 2013, 11:49:52 AM »
My team is working on a project that uses UIAnchors, and we share our code via source control (git) - the problem is, as far as I can tell, this:

Each of us has our own layouts that we work in, in Unity, specifically we each have different resolutions of our game and scene tabs. What this setup is doing tho, is that every time one of us saves (and commits) changes to the scene, the UIAnchors have our personal resolution settings stored in their localposition values (I gather this comes from the GUI camera they're attached to).

This is causing a lot of unnecessary deltas in our commits, and/or a lot of unnecessary work as we try to manually filter out those changes from the actual changes we've made. Obviously, we don't want these changes in our repo, as committing something that isn't a part of the actual change you've made will be a maintenance nightmare in the future.

Is there a way to maintain the NGUI functionality (I'm assuming the functionality of concern here is the camera correctly updating in edit mode) while NOT having to fight with unnecessary changes to the scene file during saves?

ArenMook

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Re: UIAnchors causing problems with source control?
« Reply #1 on: April 26, 2013, 12:37:29 PM »
This is why you should set your game view to a fixed size on all machines. Mine is 1280x720, for example. That's also all you can do.