• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By RoKabium Games
      While looking out for that pesky Terrator, our little alien is doing a bit of relaxed mining down on the new gas planet "Lelantos" this weekend.... 
      #gamedev #indiedev #madewithunity #screenshotsaturday
    • By vividgamer
      I have a native iOS game (objective c, XCode build) which I am considering to port to other platforms.
      Core gameplay is based on solely on geographical maps, and custom drawing over maps. It also has Core Data. This part is complete in development.
      What is not done yet is: monetization, gamification (leaderboards, challenges) and multiplayer functionality.
      As I think more about it, I am tempted to think if this is the right time to move to a cross platform tool such as Unity. But before dedicating time to port my 5 years side-project effort in Objective C, I really want to know if its worth it.
      - Does Unity support such plugins / assets that will fulfill all my above requirements?
      - Unity Personal seems to have only 20 concurrent users - is it too costly scaling if I decide for extending to web and android platforms?
      - What is the general workflow involved in publishing to iOS, Android, PC, and web platforms while using Unity? I mean to ask about various points of signing stuff, paying fees and getting certified.
      - How long will it really take to port my entire Objective C project into Unity? I am somewhat familiar with C# but I am finding it hard fidgeting with Unity IDE as lot of things are focused around FPS and 3D while my game is still 2d - not much action involved. I seem bit overwhelmed by the list of features I see there. All in all, I do not want to lose my momentum while still making sure its portable to everywhere.
      - Any assets I could use (for free to try basis in debug) that are relevant for my game?
      - Last but not the least, are there any costs that I need to be paying upfront to Unity, for using it (apart from their monthly subscription model)? I don't understand their costing for multiplayer in conjunction with their subscription fees - if someone could kindly elaborate.
      Thanks in advance for your time reading a newbie
    • By GytisDev
      me and few friends are developing simple city building game with unity for a school project, think something like Banished but much simpler. I was tasked to create the path-finding for the game so I mostly followed this tutorial series up to episode 5. Then we created simple working system for cutting trees. The problem is that the path-finding is working like 90% of the time, then it get stuck randomly then there's clearly a way to the objective (tree). I tried looking for some pattern when it happens but can't find anything. So basically I need any tips for how I should approach this problem.
      Use this image to visualize the problem.
    • By aymen
      please any know how can i' calculate the centroid from any number vertices
    • By Henry Fernandez
      Good day sir/maam. I am developing a game for my thesis and im done with multiplayer and plan to start the implementation of AI but i dont know how/where to start. Please give an advice. I am developing it in C# using UNITY. 
      Im am now collected all pieces that has possible moves but i am stuck on which best move to select. I hope you will help me. This is link explained the game https://en.wikipedia.org/wiki/Game_of_the_Generals 

  • Advertisement
  • Advertisement
Sign in to follow this  

Unity Collaborative Editing -what could make it better?

This topic is 4612 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Continued from here... Most editors only work with one person at a time. However, there are a few that allow synchronous editing of a document. These collaborative text editors include SubEthaEdit and MoonEdit. In the previous thread, Version Control Systems (VCS)[1] were basically set forward as asynchronous collaborative editing. I have a lot of questions on the topic, but to get things started, let's just consider one: What functional requirements would you put forward for a synchronous collaborative editing environment? e.g. 1) Undo-redo graph based on time, edit (aka patch), and user 2) File access controls (read-only; read write) 3) VCS integration 4) Host ownership of the file [1] VCS include ClearCase, CVS, darcs, and Subversion [Edited by - flangazor on August 1, 2005 1:36:02 PM]

Share this post

Link to post
Share on other sites
A wiki could be considered to be a collaborative 'document', and have to address pretty much all of the same issues. While not properly synchronous they do scale rather well.

Much like version control, I suppose you end up with two major options - simultaneous editing with intelligent merges when the same bits get changed at the same time or some kind of locking mechanism so only one person can modify any given bit.

For a text document locking might work rather well if done on a per-paragraph basis (and locking/unlocking was all done automatically as you placed your cursor inside/outside the paragraph). Other users could then see locked paragraphs with a different background colour and your changed happening as fast as the network would allow.

Share this post

Link to post
Share on other sites
Good point about the wiki - though the editors in wikis are just crummy text edit boxes (from what I've seen).

I happen to know that darcs is based on a patch algebra and works on a line by line basis -so locking based on line could work. Also, for the locking semantics, vi looks exceptionally elegant.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement