On 2 November 2015 at 15:33, Randall S. Becker <rsbecker@xxxxxxxxxxxxx> wrote: > > On November-01-15 11:57 PM dayong xie wrote: >>To be specific >>In my Unity project, there is a native plugin, and plugin's extension is .dll, >and this plugin is under git version control, when Unity is running, the plugin >file will be locked. >>If i merge another branch, which contains modification of the plugin, git will >report error, looks >>like: >>error: unable to unlink old 'xxxxxxx/xxx.dll' (Permission denied) This is not >bad, however, the unfinished merge action will not revert by git, a lot of >changes produced in repository. >>usually it makes me crazy, even worse, some of my partners are not good at >using git. >>Of course, this problem can be avoided by quit Unity, but not every time we can >remember. In my opinion, git should revert the unfinished action when the error >occurred, not just stop. > > What version of Unity (or Unity Pro) are you using? Is this experienced with the Commit in MonoDevelop/Visual Studio or are you using a separate git client? > > I have found similar issues in some versions of Unity and MonoDevelop or Visual Studio not saving all files, especially the project files until you have fully exited - nothing to do with git, but your git commits may not contain complete images of your change. > > When I use git with Unity, I either have the source committed through MonoDevelop (no issues) if my changes are source-only, or if I have assets and project changes, then I do exit completely so that I am sure Unity flushes everything to disk and I can get a single atomic commit with all the Unity and C# bits using SourceTree or gitk. Ouch. That sounds broken. Do you have a case number with Unity for this? I work at Unity (though not on the editor) and can ask around... > OTOH I'm not sure you really should be storing build products out of MonoDevelop or Visual Studio in your git repository. If the DLL can be rebuild automatically on the client - usual answer is yes - then let it. Handle the release build separately - at least in a separate branch that does not involve having the Unity editor open to get in the way. > > In my environment, I have added *.dll (and other stuff) to .gitignore so that I do not track dll changes - they get built on demand instead. There are recommended ways of using git in the Unity forums. The way I'm reading this, the plugin comes from a third party and is not built as part of the project. I could be wrong though. Dayong - do you have a case number with Unity for your problem? And just to not make this not completely off-topic: I agree that git should ideally do a proper rollback in case of a failed (as opposed to conflicted) merge but I'm not sure what the precedent is for handling failure cases like this. Perhaps this is more easily solved, for now at least, by helping the people who are not comfortable with git setup an alias as an easier-to-remember way of saying e.g. git reset --hard HEAD ? /Lasse > > Cheers, > Randall > > -- > To unsubscribe from this list: send the line "unsubscribe git" in > the body of a message to majordomo@xxxxxxxxxxxxxxx > More majordomo info at http://vger.kernel.org/majordomo-info.html -- To unsubscribe from this list: send the line "unsubscribe git" in the body of a message to majordomo@xxxxxxxxxxxxxxx More majordomo info at http://vger.kernel.org/majordomo-info.html