I'm experimenting with hosting full Daggerfall Unity project on git. This has a few major advantages to the tools-only approach I've used until now.
- Easier to get started. New developers/modders can clone a fully configured project with all tags/layers/lighting and other config.
- More builds. I can use Unity Cloud Build to automate unstable test builds more regularly than at present.
- More consistent. Developers and contributors can always be on the same page for both code and project.
- Users and developers can check out changes on a daily or weekly basis to play with features as they are being developed. This could lead to catching problems a little earlier.
- Difference in Unity licenses. I'm creating project with Unity Pro. Will contributors on Unity Personal/Plus experience issues with cloning and opening project?
- Difference in Unity versions. Will active contributors need to strictly use identical versions, especially if project changes are being checked in? Code-only changes should generally be OK.
- Obtain Unity. Currently the project is maintained in Unity 5.3.5f1.
- Clone the repository to a clean new folder using your git client of choice.
- Open scene Assets/daggerfall-unity/Game/Scenes/DaggerfallUnityStartup
If you're more of a game tester than a code tester, I should have something for you soon once I've worked through automating with Cloud Build.
Thank you for testing.