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This asset is broken, I couldn't make VCS work with SourceTree, I had to relate Sourcetree with TortoiseGitMerge to create a copy and use Merge Object to try to merge the prefab values, but merging using the plugin is an error because end up pointing the references to the reference prefab and not the current prefab (creating a lot of errors)...
This works only for pointing to the prefab differences.. nothing else, so sad :C
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I love the general concept. In general, it would be super-helpful. But this asset still lacks a lot of things that would enable a proper merging workflow.
First off, there is only one demo video dated back 2014 that claims there would be a more detailed tutorial elsewhere, linked in the description. But this tutorial seems to have never made it to YouTube.
Then - and even more important - the integration with git (my primary use-case, and probably others', too) is pretty poor. There is an outdated script that I could not get working on macOS, although I am a pretty experienced developer. The docs even lack to mention that you have to chmod the script. But even if you set-up everything correctly (I think) it just didn't work (with Unity 2019.4).
Fetching the previous version of a file from git, copying it manually to the Unity assets folder and then comparing it by dragging both files into "mine" and "theirs" slots is just too cumbersome. Why not provide some integrations that automate these tasks directly? There is even a git integration in Unity nowadays, this should be doable.
It also seems that this asset doesn't really has been maintained for a while. Although the latest update states it was updated in 2020, the latest update to the docs have been made years ago. Still stating that improvements on VCS integrations are "coming soon".
Another bug: If you store a custom editor layout that includes UniMerge windows, Unity 2019.4 will not be able to load that layout again. Being able to save a special layout for diffing and merging is a must-have to me, since the merge tools take up pretty much screen estate.
Also, in the comparison window, quite often arrows to open up the next level are just missing, so you cannot see the actual differences, although the object is marked "red". Only if you click on "Expand Differences", all the tree levels will actually show up. This seems to happen if prefabs are involved.
Next bug: If you convert a game object and its children to a prefab, this change won't popup in the scene merge result window, although it is a pretty significant change in the scene structure. How should I rely on a merging tool that doesn't detect such a change?
Last but not least, in the merge results window, there is a pretty weird array of "Comparison Filters" that don't seem to make much sense to me. That part of the UI just looks completely unusuable. In general, the UX could be improved a lot. There is a "expand" but not "collapse", and the ordering of the scene's children is reversed for whatever reason. This makes it hard to find the game-objects, since you're used to the order you have chosen for your scene.
Ok, the package is not very expensive. But I still think it should at least support the most common workflows for git-based merging and diffing, as this is pretty much standard these days.
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Reply from publisher:
replied 4 years ago
Hey there! Thanks for the constructive feedback. In the interest of full disclosure, while I still use UniMerge in my own workflow, and I want to provide timely support, maintaining UniMerge isn't my day job, and thus I can only spend some of my spare time working on maintenance and improvements. With that said, I have some good news! I just finished publishing version 1.14, which brings a much-needed overhaul to the comparison filters, and I have some more downtime over the holidays to take a fresh look at git integration.
With that said, let me respond individually to the issues you brought up:
- Demo video: this is what I get for counting my chickens before they hatch! :) I had a script and had started capturing footage for the in-depth tutorial, but life got the better of me, and I was never able to finish. The footage and script are lost to time, but they eventually became the demo I used for my Unite talk, linked in the description above. Specifically, here's a link to that portion, which I've also updated in the description on the overview video on YouTube https://www.youtube.com/watch?v=b033hYK5chw&t=330s
- Git integration: As I said above this is still on my to-do list. The fact of the matter is that I originally wrote those scripts/guides back in 2014/2015 and things have changed a bit since then. Thanks for noting the chmod step--I'll add that do the documentation after testing the workflow myself. Personally, even when I had the git integration workflow, it was just too much of a pain to get it set up on all my machines for all my projects, so I just fell back to manually grabbing different versions of the files I need to merge. Ultimately, I want to address all these issues, so it's easier to set up the integration than to work around it. Given the new landscape of git tools and configuration options, I wouldn't be surprised if the issues I hit 6 years ago have workarounds today. The hardest part here is that there are a ton of permutations for git workflows. Some people exclusively use command-line, some use a GUI like Fork, SourceTree, GitKraken, TortoiseGit, etc., and then you have to multiply all those permutations x2 to cover MacOS and Windows (or even x3 if you care about Linux!). The current state of things is that you have the puzzle pieces and you are meant to know how to integrate a custom merge tool into your current workflow. I agree this isn't ideal, but it's the best I was able to come up with at the time.
- "Coming soon" was probably a bad choice of language for this stuff. I sincerely did/do plan to work on these improvements, but what's the phrase? The path to hell is paved with good intentions? Let's just say I've learned to promise a little bit less. I left some of these promises in the documentation with my latest update, but if I can't figure out the VCS stuff soon, I'll probably push another update that just removes the claim about VCS integration.
- Custom Layouts: Unfortunately, I'm pretty sure this is just a Unity bug. I've noticed this happens with pretty much any custom EditorWindow across the various projects I've worked on. I believe the issue occurs when you open the project with a different version than what you last used to save the layout, or maybe when making changes outside of Unity like checking out from Version Control, custom Windows (and even some built-in windows, in my experience) will fail to load. Otherwise, I'm not sure what could be causing the issue. I just did a quick test with the test projects I've been using to validate the latest release. If I add the ObjectMerge window to a custom layout in 2018.4, 2019.4, and 2022.1 and close the Editor, ObjectMerge is right back where I put it when I open the project back up. Saving a custom "Merge" layout also seems to work for me in this simple isolation use case. I would suggest that you report a bug to Unity using the bug reporter. There's nothing particularly special about the UniMerge windows, so I can't think of anything I'm doing that would cause this issue in particular.
- Red rows missing foldout arrows: This is actually by design. I'll admit that the interface is a little bit confusing, but I couldn't think of a better way to smash together component properties and GameObject hierarchies. I'm pretty sure what you are seeing here is a conflicted GameObject row which has no children, but does have components which have differences. You can click the "+" button on the right side of the view to expand the components for this GameObject row, which should expand the component rows, which themselves should have foldout arrows to expand their properties, where the differences lie. The Expand Differences button is your friend here. It should expand everything you need to find the source of all the redness. If you've tried all of that, and you still see red rows with no children or collapsed components, that's a bug. I'd love to know how to reproduce this specific issue so I can work out a fix.
- Detecting GameObjects that have become prefabs: To be honest, this just isn't a situation I've encountered in my own use of the tool, so it's not something I thought to check for. I decided to prioritize the comparison filters for this update, but once I get through the VCS stuff, I should be able to throw this into the next update.
- Comparison filters: I've saved the best for last. I totally overhauled this UI for 1.14! The flags fields seemed like a good idea at the time, but it's definitely been something I've been meaning to address. The new UI lets you search for types to filter out, and they show up below as clickable buttons which will remove that type from the filter list when clicked. Hopefully this is more user friendly and encourages use of this feature.
- "Expand" but not "Collapse": What do you mean by this? Are you referring to the Expand Differences button? I suppose I could include a "collapse all" but you can also do this by alt-clicking on the foldout for the root object row, or using the arrow keys, as described in the documentation.
- Child order: The documentation mentions this, but children are re-ordered by design. The tool uses GameObject names to decide whether one object corresponds to its "sibling" in the other hierarchy. If GameObjects are re-ordered, we still match them back up by name, which is easiest handled by just sorting the rows by name, lexicographically. The underlying sibling order of the Transforms themselves isn't changed, it's just how they are presented in the merge view. I'm open to better ways to handle this, or even an option to respect sibling order, but this has been a good compromise so far in my experience.
-General UX: I'll admit that the UI could use improvement, but in my opinion, it's a good compromise in terms of UX complexity and implementation complexity. If I were to do things differently, I would have probably split the display of GameObject hierarchies and Component properties into different views, but at this point that would be a major rewrite/overhaul, and I haven't been able to take the time to do this. I've given some thought to a "version 2" of the tool but I haven't had the "eureka" moment about the best way to present everything. A big ask from other users has been 3-way merge, which would be a major priority for the rewrite, as well.
In summary: a software developer's work is never done. I'm still committed to supporting and maintaining UniMerge, but I can't spend unlimited time working on it. I really do appreciate detailed feedback like this. Breaking this down issue-by-issue and tackling them one by one is the best way to improve.
It seems really to cut down the noise comparing prefabs, but if I try to disable a component, the change won't be detected, nor is this property exposed.
Just an example, disable the MeshRenderer component in a game object. It won't show in the comparison.
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Reply from publisher:
replied 4 years ago
Good catch. I'll add support for this in the next update.
B
Excellent - not perfect, but VITAL!
5 years ago
BlackManateeon previous version 1.13
First off, I'm using Unity 2019.3.1 and I had none of the installation problems or errors that a previous user mentioned. My current project is way way fat with assets, packages, renders and scenes (35 GB), so it's prone to installation conflicts -- but UniMerge worked smoothly and well.
A couple of suggestions for improvement have already been made, so I won't repeat them. My main impression is that UniMerge worked just as advertised (actually far more quickly and thoroughly than I had expected!), and it performs an absolutely essential function for sorting out revision/version conflicts. I used it to compare two versions of a BIG prefab with numerous layers in the hierarchy -- without having to RTFM, because the interface is that intuitive.
One minor hitch I had that wasn't mentioned is that the "refresh" function (and copying values from one object to the other) both cause users to lose their places because the entire hierarchy folds up -- which then requires a lot of hunting and unfolding in order to return to the subobject or component that you were working on. But that's a minor quibble, especially given the vital functions UniMerge can perform.
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Wow I've had such headaches in the past with issues from changes to scenes between branches, that I was really hoping UniMerge would live up to what it promised. It really has, I'm never gonna let it go. It has a couple quirks but is so useful it doesn't matter.
Things to pay attention to:
- once you open the window, designate your two scenes and hit the Merge button, you still have to hit the Expand Differences button to actual see the details of what's changed within each object/component. Even if you manually expand terminal red items, you won't see the details of what's changed unless you hit Expand Differences or A/B each version manually in the inspector.
- it sometimes show properties as different by highlighting them red, but then the detail shows no difference
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j
125 exceptions as soon as it's imported
8 years ago
jtsmith1287on previous version 1.10.3
Waste of money. Unity 2017.1.0f3. Every once in a while you get an asset with a random error and you just go fix it. But 125? I looked and they're all complex enough that I'm not going to waste my time trying to resolve them all. Hopefully it was just an oversite from the devs and will be fixed soon as I see someone 3 months ago used it successfully.
EDIT: The team recently updated to 2018 so we'll be testing this asset again soon. Until then take this review with a grain of salt. As the publisher said it could have also been a conflict with another asset.
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7
Reply from publisher:
replied 7 years ago
Hi there! Sorry for the delayed response, but I wanted to make sure I double-checked before replying. I submitted the package from version 2017.1.0 along with a number of other versions. I also pulled the version from the store into 2017.1 into a fresh project made with that version of the editor.
What platform are you using? Could it be something else in your project that is conflicting with the UniMerge scripts? Please feel free to reach out to us via the support e-mail if you are still having trouble.
V
Quite good. An invaluable tool.
8 years ago
VRRehabIncon previous version 1.10.1
I'm not really sure how we lived without this. Scene merging was always avoided like the plague because of Unity's unclear serialization of scenes (YAML is not very human-readable). We've been using this for a couple of months now and it has helped increase productivity. We have had a couple of minor issues, but the majority of that came from user error. The parts that didn't were quickly addressed by the developer. Support has been exceptional.
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I
A Version Control Win
8 years ago
InexorableInqueston previous version 1.8.5
I have to use GIT for Version Control, however, it did nothing as far as scenes and prefabs would go. I was about to relent to just keeping scene/prefab changes by hand because it would be faster than creating a tool. Anyways, this is great as long as you keep your naming the same. Honestly thought it is easier to keep track of a naming convention than it is to try to keep track of every minute change.
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