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A tool to let the user to create a duplicate project that links back to the original, for multiplayer testing

License: MIT License

C# 100.00%
multiplayer unity3d unity-editor

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314pies avatar arkms avatar hwaet avatar jgroxz avatar

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unityprojectcloner's Issues

Error on open

Win32Exception: mono-io-layer-error (2)
System.Diagnostics.Process.StartWithShellExecuteEx (System.Diagnostics.ProcessStartInfo startInfo) (at <6fcfdd162b5d4836bef3c96f53194db6>:0)
System.Diagnostics.Process.Start () (at <6fcfdd162b5d4836bef3c96f53194db6>:0)
(wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start()
UnityProjectCloner.ProjectCloner.StartHiddenConsoleProcess (System.String fileName, System.String args) (at Library/PackageCache/com.hwaet.projectcloner@2b7497d79e/UnityProjectCloner/Editor/ProjectCloner.cs:453)
UnityProjectCloner.ProjectCloner.OpenProject (System.String projectPath) (at Library/PackageCache/com.hwaet.projectcloner@2b7497d79e/UnityProjectCloner/Editor/ProjectCloner.cs:111)
UnityProjectCloner.ProjectClonerWindow.OnGUI () (at Library/PackageCache/com.hwaet.projectcloner@2b7497d79e/UnityProjectCloner/Editor/ProjectClonerWindow.cs:74)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at /Users/bokken/buildslave/unity/build/Editor/Mono/HostView.cs:403)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at /Users/bokken/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:382)
UnityEditor.DockArea.OldOnGUI () (at /Users/bokken/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:372)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:353)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:663)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:635)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:628)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:594)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:583)
UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:516)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/Events/EventHandler.cs:125)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/Events/MouseCaptureDispatchingStrategy.cs:83)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:373)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:336)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:299)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:264)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:75)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:364)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:216)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/Panel.cs:372)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/UIElementsUtility.cs:461)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/UIElementsUtility.cs:209)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/UIElementsUtility.cs:74)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/UIElementsUtility.cs:28)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)

Add possibility to add additional folders to clone

What is my issue?
I'm using this package to test a MP game that uses Fmod.
For Fmod, the game needs access to the compiled *.bank-files that contain my game's music and sound-effects.
As such I need a symbolic link to this Fmod/-folder.

Capture

Proposal?
Add a way to add additional folders to the list of folders that require a symbolic link.
Either by adding an entry into the ProjectSettings or in the Project Cloner drop-down menu

Scriptable objects not being synced

Wonderful helpful tool!

a bug I found is when Updating a field in a scriptable object that lives under Assets/Resources/.... the cloned project keeps the initial values, even after opening up a "fresh" clone.

Multiple clones ?

This tool is very useful, however is there a way to have more than 1 clone ?
I'd like to have 3 instance of my editor for example

AutoBuild folder might need to be added

In the unity FPS example, I had to manually link the autobuild folder as well, since the game requires it to run even in Editor Play Mode. If other projects are going to follow suit with that kind of paradigm, we'll need that in there.

Would it be possible to save the clone to a folder other than the one containing the main project?

Im trying to set up a system when i can work on the same project on two different computers at the same time.
I am using windows 10 and can share a folder on my main computer over the network, allowing it to be accessed by other computers.
I was thinking of having my main computer use the main project while my secondary computer use the clone, however, when attempting to open a project from a shared folder, unity hub gives the "unity is already in list. you cannot locate the same version" error.
So then, if i could put the clone on my secondary computer, and have it point to the main project on my main computer, it should theoretically work fine. Is this possible in any way?

Not Working with new unity Version 2021.2.3f1

Trying to open the clone Project with the new unity Version 2021.2.3f1 doesnt work. (Windows 10)
Tryed everything -> old version works, upgraded project to new version not.

Error:
Obtained 14 stack frames
0x00007ff6c0af2381 (Unity) OnDemandScheduler::SetStandbyWorkerCount
0x00007ff6c0ab9f9a (Unity) RefreshSettings
0x00007ff6c0ad1e8f (Unity) <lambda_283f97c31f4e30d8552a28501eddf336>::operator()
0x00007ff6c0b0be41 (Unity) LMDB_Transaction::Run
0x00007ff6c0b0c1e4 (Unity) SourceAssetDBWriteTxn::Run
0x00007ff6c0ae0d5f (Unity) SourceAssetScanner::Refresh
0x00007ff6c0ab725c (Unity) RefreshInternalV2
0x00007ff6c0ac2871 (Unity) StopAssetImportingV2Internal
0x00007ff6c0aad83d (Unity) InitialRefreshV2
0x00007ff6c0308f20 (Unity) Application::InitializeProject
0x00007ff6c0751fd8 (Unity) WinMain
0x00007ff6c1a613a2 (Unity) __scrt_common_main_seh
0x00007fff5f467034 (KERNEL32) BaseThreadInitThunk
0x00007fff5fbe2651 (ntdll) RtlUserThreadStart

i have absolutly no clue why.

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