Prefabs getting auto checked out of Perforce on save

NodeCanvas Forums Support Prefabs getting auto checked out of Perforce on save

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  • #11826
    manrad
    Participant

    Hi,

    We are using the built-in Perforce integration in Unity (currently using 5.5.0f3). We’ve encountered an issue that is slowing us down a lot – it looks like if we have prefabs in our scene that have NodeCanvas FSMs in them somewhere, when we save our scene (without having made any changes to these prefabs or their FSMs), the prefabs just get auto checked out. The prefabs themselves aren’t actually changing, as the files are identical, they are just being checked out annoyingly. This causes tons of chaos for us, because pretty much every prefab ends up inadvertently in someone’s changelist, preventing the people who need these prefabs from being able to work on them. Have other people encountered this? Any workarounds you can suggest? Thanks!

    Mike

    #11829
    Gavalakis
    Keymaster

    Hey!

    Thanks for reporting this issue. I have found the cause of this.
    To fix this, please open up GraphOwner.cs, find and completely replace the method called “OnGraphSerialized” with the following code:

    As you can tell, the cause was calling SetDirty without first checking if something is actually changed. Making this change should resolve the issue, but please let me know if not.

    Thanks!

    #11830
    manrad
    Participant

    Thanks for the quick reply! I just put this in our code and it appears to have fixed the issue on quick inspection. I’ll keep an eye out and reply here if the problem persists. Much appreciated!

    #11845
    Gavalakis
    Keymaster

    Great! You are welcome and thanks for letting me know. I am glad this resolved the issue.
    Yes, Please let me know if anything else pops up.
    Cheers!

    #11885
    pltremblay
    Participant

    Thank you! I had the same problem, though we are using a different source control software.

    #11886
    manrad
    Participant

    I just wanted to update and say that we are still seeing this issue, just less frequently. I haven’t tracked down the repro yet, so stay tuned 🙂

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