![]() This is the basic workflow for using the Asset Server. Now, whatever changes your team members have made will be downloaded from the server to your local Project. To synchronize your local Project, you request to Update from Server. Now, when your fellow developers make a change, the Asset Server is identical to their Project, but not yours. This makes your local Project and the Asset Server Project identical. You make changes to your Project locally, then when you are done, you Commit Changes to the Project on the Server. You do not directly manipulate the contents of the Asset Server while you are developing. In a way, the Asset Server functions as a backup of your Project Folder. The important thing is that you can access it somehow over your network, and that it stores your game data. There are a lot of options, but the location of the server doesn’t matter at all. It might be a remote machine colocated in a different part of the world. It might be a different computer in your local network. That server might be your home computer, the same one that you use to run Unity. More info See in Glossary, and everything else - in a database on some kind of server. Source Control works by storing an entire collection of all your assets - meshes, textures, materials, scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. If you have never used Source Control before, it can be a little unfriendly to get started with any versioning system. Note that Asset Server is a legacy product and is no longer maintained. To purchase Team License (if you do not have it as part of Unity Pro) please visit the Unity store at It is available only for Team License users. Renaming and moving files is at the core of the system and well supported. When uploading assets, Import Settings and other meta data about each asset is uploaded to the asset server as well. The Asset Server is highly optimized for handling large binary assets in order to cope with large multi gigabyte project folders. It is meant to be used by team members working together on a project on different computers either in-person or remotely. The Unity Asset Server is an asset and version control system with a graphical user interface integrated into Unity. More info See in Glossary for version control in your Unity project. We recommend using Plastic SCM or PerForce A version control system for file change management. I only wanted audio, so it was perfect for me.Note that that from 2017.1 the Asset Server a deprecated product. I'm streaming music right now and it's transcoding on the server while the server happen to be running backups, but I notice no hiccups or delays in the music at all. Effortless on-the-fly transcoding of lossless WMA to WAVE with very low CPU utilization and memory usage. I was able to configure it exactly how I wanted. Not only FULL functioning support for Album Artist, but completely configurable navigation trees. I had no idea they had this and I was intrigued, so I downloaded and installed the WHS version, and was FLOORED at how well it performed.Īsset UPnP does EVERYTHING I wanted. Also, I could not get WMA transcoding to work at all.īeing a long time dbPowerAMP user I figured maybe I could use the tag editor to figure out something about the album artist tag problem with FLAC in TVersity, which is when I happened to see something called Asset UPnP DLNA Audio Server. Worked fine with the tag in MP3 and WMA files, just not FLAC (other complaints about this on their forums). However, there appear to be a bug in FLAC support of album artist tag, it wouldn't read it. Decent navigation, supported album artist, FLAC, transcoding. Mezzmo - Will transcode, supports FLAC and WMA, but terrible navigation. Twonky - Decent navigation, supported transcoding and FLAC, but transcoding was a MAJOR CPU hog and slow as molasses. Window Media Connect - but no FLAC, no transcoding from lossless WMA to Wave. No Album Artist tag, and navigation was terrible. I also prefer to browse my music using Album Artist -> Album, or Genre -> Album Artist -> Album. ![]() Most of my music is ripped in lossless WMA, which the receiver does not support, so I needed either on-the-fly transcoding, or convert all my WMAs to FLAC, which the receiver does support. I also have both a Windows Home Server (HP MediaSmart EX470) and a Infrant/Netgear ReadyNAS box. About a week ago I got a new AV receiver, a Yamaha RX-V2065 with DLNA capabilities.
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