同时使用Unity和Unreal时执行类型映射



我目前正在管理一个Perforce服务器,该服务器由Unity组和Unreal组组成。我是Perforce的新手,我的经验是Git。

我正在考虑修改类型映射以适用于Unreal和Unity,但可能在某些领域,一个引擎需要某些文件,而另一个引擎则不需要。

所以我的问题是,修改类型映射的最佳方式是什么,以便该服务器上的任何仓库都可以使用任何一个引擎?

第二个问题是,是否有可能为不同的仓库提供不同的类型图?

根据未读文档:

https://docs.unrealengine.com/5.0/en-US/using-perforce-as-source-control-for-unreal-engine/

你想要一个类型图:

binary+w //....exe
binary+w //....dll
binary+w //....lib
binary+w //....app
binary+w //....dylib
binary+w //....stub
binary+w //....ipa
binary //....bmp
text //....ini

根据这篇Perforce KB关于Unity:的文章

https://portal.perforce.com/s/article/15244

Unity文件的推荐类型映射为:

text //....js
text //....cs
text //...shader
text //....meta
text+l //....cm
text+l //....proc
text+l //....md5mesh
text+l //....md5anim
text+l //....ma
binary //....dll
binary //....exe
binary //....response
binary //....lib
binary //....pdb
binary //....u
binary //....ini
binary //....stub
binary //....ip
binary+l //....prefab
binary+l //....mb
binary+l //....mat
binary+l //....psb
binary+l //....mp3
binary+l //....fbx
binary+l //....unity
binary+l //....asset
binary+l //....aas
binary+l //....tga
binary+l //....jpg
binary+l //....lwo
binary+l //....wav
binary+l //....ogg
binary+l //....demo
binary+l //....roq
binary+l //....doc
binary+l //....xls
binary+l //....celtx
binary+l //....pdf
binary+l //....odt
binary+l //....ods
binary+l //....ppt
binary+l //....skp
binary+lS //....dds
binary+lS //....bnk
binary+lS //....light
binary+lS //....shadow
binary+lS //....ibl
binary+lS //....bik
binary+lS //....upk

其中存在一些冲突,例如Unity的.ini文件希望为binary,而Unreal的.ini文件希望为text。不过,正如您所建议的,只需将类型图的两个部分范围界定为不同的仓库,就可以很容易地解决这个问题。假设你有两个仓库,叫做";统一;以及";虚幻的";你只需要:

binary+w //unreal/....app
binary+w //unreal/....dll
binary+w //unreal/....dylib
binary+w //unreal/....exe
binary+w //unreal/....ipa
binary+w //unreal/....lib
binary+w //unreal/....stub
binary //unreal/....bmp
text //unreal/....ini
text //unity/....cs
text //unity/....js
text //unity/....meta
text //unity/...shader
text+l //unity/....cm
text+l //unity/....ma
text+l //unity/....md5anim
text+l //unity/....md5mesh
text+l //unity/....proc
binary //unity/....dll
binary //unity/....exe
binary //unity/....ini
binary //unity/....ip
binary //unity/....response
binary //unity/....lib
binary //unity/....pdb
binary //unity/....stub
binary //unity/....u
binary+l //unity/....prefab
binary+l //unity/....mb
binary+l //unity/....mat
binary+l //unity/....psb
binary+l //unity/....mp3
binary+l //unity/....fbx
binary+l //unity/....unity
binary+l //unity/....asset
binary+l //unity/....aas
binary+l //unity/....tga
binary+l //unity/....jpg
binary+l //unity/....lwo
binary+l //unity/....wav
binary+l //unity/....ogg
binary+l //unity/....demo
binary+l //unity/....roq
binary+l //unity/....doc
binary+l //unity/....xls
binary+l //unity/....celtx
binary+l //unity/....pdf
binary+l //unity/....odt
binary+l //unity/....ods
binary+l //unity/....ppt
binary+l //unity/....skp
binary+lS //unity/....dds
binary+lS //unity/....bnk
binary+lS //unity/....light
binary+lS //unity/....shadow
binary+lS //unity/....ibl
binary+lS //unity/....bik
binary+lS //unity/....upk

这也可以在文件夹级别完成,您可以使用通配符模式来覆盖遵循类似命名约定的多个仓库,等等。

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