![]() Two, it incorrectly ignores valid files if they lack an extension. One, it fails to ignore folders with a dot in their name. There are some caveats with this approach. We use Perforce and achieve this through the. Our solution is to never submit them to source control. Managing Folder Meta Filesįolder meta files are worthless. The good news is that knowing is half the battle! The other half is writing tools to detect errors before they are submitted to source control. We’ve established that there are certain catastrophic failures and they can happen in a variety of ways. I run this tool periodically after syncing latest. I use a tool to remove empty directories. If there is cruft then you’re more likely to submit an error that does matter. However if you reconcile with Perforce it’s super important to have a “clean” reconcile. If the folder meta file was deleted then Unity will see the empty folder and generate a new meta file. If all the files are deleted in a folder and you sync Perforce it will delete the files but leave the empty folder. When I sync my machine I will have both the old files and the new files which means a duplicate guid. If you submit only the add operation but not the delete operation then your machine will be fine. You are deleting old files and adding new files. When you move an asset through the editor there are two source control operations. Moved asset but left old file in source control Unity correctly handles moving assets and their meta files. When moving assets always do it through the Unity editor. If you copy an asset and it’s meta file in Windows Explorer/OS X Finder then you have a duplicated guid. Manually copied asset + meta file to new location They are more disruptive and confusing than catastrophic. ![]() These are all straight forward and easy to fix.
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