unity-actions
git-lfs
unity-actions | git-lfs | |
---|---|---|
18 | 159 | |
892 | 12,471 | |
0.0% | 0.8% | |
1.3 | 9.0 | |
about 1 year ago | 15 days ago | |
Mathematica | Go | |
MIT License | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
unity-actions
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Show HN: Rivet (YC W23) – Open-Source Game Server Management with Nomad and Rust
> https://game.ci
I don't recommend it.
Game CI has been in development for a long time. It only really supports GitHub Actions. It can't correctly build il2cpp Unity projects. The licenses needed to run it are more expensive than Unity Build Automation / Unity Cloud Build. If you want to automate Unity builds and you don't want to learn the Windows Containers ecosystem, Jenkins and/or Tekton, you should use Unity's service.
CI/CD is a bad choice for most developers, on most platforms, for most clients. That said, it makes sense to do for your backends.
> or (as has happened to us with different game web service/API/middleware providers) they may choose to abruptly deprecate the service upon which you built.
Which service was that? GameSparks? That sucks.
> with inappropriate cloud dev tooling
Well everyone takes their own journey to discover how shitty Lambda, Cognito, CloudFormation and related are.
> with basically any datastore other than Redis you will run in to issues matchmaking
Matchmakers do not have to be complicated.
- Github action para jogos da Unity
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[HELP] Building Unity WebGL projects in Azure Devops CI/CD pipeline
I've been struggling with getting the docker images provided by https://game.ci/ to build his project at all, let alone automating it in a pipeline.
- Share your best indie-dev resource!
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A friend and I have spent way too much time sharing builds so we built this free tool!
https://game.ci/ has fantastic GitHub actions to automate all of this on each PR or push to main etc and then just upload the result of the build as an artifact and job done - takes minutes to setup and you can use your own machine as a self hosted runner to get the same build speed as local builds
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what is your CI/CD pipeline setup and how are you handling larger binaries? are smaller game dev studios just brute forcing through LFS and building for each test?
These guys did a wonderful job at providing a docker-based build environment for Unity, btw: https://game.ci/
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Share the tools you use for game design, coding and narrative
(Someone's built something similar for Unity, but it wasn't as one click when I last looked -- especially since Unity may require licenses.)
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What has been your best game development related investment?
My repositories are on github, so I'm using Github Actions for build automation - I found it really easy to setup compared to other platforms. + There's basically a ready-made action for building with unity - game.ci (although I wrote my own solution for iOS).
- Question for Single Devs using GIT for Version Control...
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.unitypackage creator made with Rust
Game CI seems to be pretty good, given the fact that it is open source and you can fix it if needed
git-lfs
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Git-annex: manage large files in Git without storing the contents in Git
What's the difference between this and Git-LFS?
https://git-lfs.com/
- Twenty Years Is Nothing
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Aho – a Git implementation in Awk
It doesn't, since Git's data model has to be changed to content-defined chunks to solve the issue.
You should look at git-lfs[1] instead.
[1] https://git-lfs.com
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Launch HN: Diversion (YC S22) – Cloud-Native Git Alternative
Congrats on the HN launch. How does this improve or expand or blow git-lfs[1] out of the water because if I needed large blob file support it's what I would use instead. It offers pointers to the big files to the hosted git instead of pushing around the binaries itself -- though I am speculating since I've not used it myself just read about it online.
[1] https://git-lfs.com/
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Ask HN: How do you keep your documentation, how-to, examples and blogs updated?
Specifics depend on project types, but literate programming[0] and using/enforcing coding/git/versioning standards helps. re: outdated responses -- email list for 'new/updated version available' with errata/change log location.
[0] : https://blog.bitsrc.io/literate-programming-a-radical-approa...
[1] : https://blog.codacy.com/coding-standards
[2] : https://github.com/git-lfs/git-lfs/blob/main/.github/workflo...
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Ask HN: Can we do better than Git for version control?
fine with layers: e.g., large binary files via git-lfs (https://git-lfs.com) and merge conflicts in non-textual files by custom merge resolvers like Unity’s (https://flashg.github.io/GitMerge-for-Unity/).
Perhaps in the future, almost everyone will keep using Git at the core, but have so many layers to make it more intuitive and provide better merges, that what they’re using barely resembles Git at all. This flexibility and the fact that nearly everything is designed for Git and integrates with Git, are why I doubt it’s ever going away.
Some alternatives for thought:
- pijul (https://pijul.org), a completely different VCS which allegedly has better merges/rebases. In beta, but I rarely hear about it nowadays and have heard more bad than good. I don’t think we can implement this alternate rebases in Git, but maybe we don’t need to; even after reading the website, I don’t understand why pijul’s merges are better, and in particular I can’t think of a concrete example nor does pijul provide one.
- Unison (https://www.unison-lang.org). This isn’t a VCS, but a language with a radical approach to code representation: instead of code being text stored in files, code is ASTs referenced by hash and stored in essentially a database. Among other advantages, the main one is that you can rename symbols and they will automatically propagate to dependencies, because the symbols are referenced by their hash instead of their name. I believe this automatic renaming will be common in the future, whether it’s implemented by a layer on top of Git or alternate code representation like Unison (to be clear, Unison’s codebases are designed to work with Git, and the Unison project itself is stored in Git repos).
- SVN, the other widespread VCS. Google or ask ChatGPT “Git vs SVN” and you’ll get answers like this (https://www.linode.com/docs/guides/svn-vs-git/, https://stackoverflow.com/a/875). Basically, SVN is easier to understand and handles large files better, Git is decentralized and more popular. But what about the differences which can’t be resolved by layers, like lazygit for intuition and git-lfs for large files? It seems to me like even companies with centralized private repositories use Git, meaning Git will probably win in the long term, but I don’t work at those companies so I don’t really know.
- Mercurial and Fossil, the other widespread VCSs. It seems these are more similar to Git and the main differences are in the low-level implementation (https://stackoverflow.com/a/892688, https://fossil-scm.org/home/doc/trunk/www/fossil-v-git.wiki#....). It actually seems like most people prefer Mercurial and Fossil over Git and would use them if they had the same popularity, or at least if they had Git’s popularity and Git had Mercury or Fossil’s. But again, these VCSs are so similar that with layers, you can probably create a Git experience which has their advantages and almost copies their UI.
- We Put Half a Million Files in One Git Repository, Here's What We Learned (2022)
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Show HN: Gogit – Just enough Git (in Go) to push itself to GitHub
> I don’t know what that is
its a standard output from `go doc`, rendered as HTML. if you dont recognize that, then you aren't really in a position to be commenting on the topic. nothing is stopping anyone from pinning to a tag:
https://github.com/git-lfs/git-lfs/tags
or even a commit and relying of a specific version of the software. yes upgrades might be painful but a module IS available.
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Unable to push because of large file deleted in the past
# git push origin feature-branch /usr/bin/gh auth git-credential get: 1: /usr/bin/gh auth git-credential get: /usr/bin/gh: not found /usr/bin/gh auth git-credential store: 1: /usr/bin/gh auth git-credential store: /usr/bin/gh: not found Enumerating objects: 9228, done. Counting objects: 100% (7495/7495), done. Delta compression using up to 8 threads Compressing objects: 100% (2090/2090), done. Writing objects: 100% (6033/6033), 72.77 MiB | 7.39 MiB/s, done. Total 6033 (delta 4402), reused 5194 (delta 3616) remote: Resolving deltas: 100% (4402/4402), completed with 477 local objects. remote: error: Trace: c1c90b47a5483929dcdd8c974a6c7d0695e86f67f680d8b88b80ef1c1bce74a remote: error: See https://gh.io/lfs for more information. remote: error: File deployment_20200220.sql is 872.78 MB; this exceeds GitHub's file size limit of 100.00 MB remote: error: GH001: Large files detected. You may want to try Git Large File Storage - https://git-lfs.github.com. To https://github.com/my-org/my-project.git ! [remote rejected] rest-logging -> rest-logging (pre-receive hook declined) error: failed to push some refs to 'https://github.com/my-org/my-project.git'
- What and Why, Git LFS?
What are some alternatives?
NaughtyAttributes - Attribute Extensions for Unity
onedrive - OneDrive Client for Linux
action-junit-report - Reports junit test results as GitHub Pull Request Check
git-fat - Simple way to handle fat files without committing them to git, supports synchronization using rsync
microgravity.io - Microgravity.io is a 2D shooter IO game set in space in which you must create a conquering civilization.
Gitea - Git with a cup of tea! Painless self-hosted all-in-one software development service, including Git hosting, code review, team collaboration, package registry and CI/CD
unitypacker - A tool to .unitypackage 📦 from command line.
git - A fork of Git containing Windows-specific patches.
godot-game-template - Generic template for Godot games
nixpkgs - Nix Packages collection & NixOS
webhook - webhook is a lightweight incoming webhook server to run shell commands
scalar - Scalar: A set of tools and extensions for Git to allow very large monorepos to run on Git without a virtualization layer