#What I did was look at our last 10
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Interesting, but what exactly do you mean with master templates. I don't think I've heard of templates other than project templates in a Unity/C# context before.
Do you mean something like project templates where the interns then would modify the "base classes" directly?
I've thought about making packages myself but if I go with the copy paste approach I'm not sure if I would have much to gain (importing would maybe be quicker and dependencies a little clearer).
Yes, so we know introducing changing packages mid-dev is high risk for bug introductions. And at Red Iron, we handle maybe 20 projects a month with a dev time of 1 to 3 months... So short lived projects.
So we have a base repository with various unity templates for AR, VR, etc. Those templates are starter projects with a bunch of modules, which could be packages but are usually just in our /Assets/Common/NetworkManager for example
It isn't ideal but is a good start. When I do packages it confuses the heck out of people. And when we use unity asset packs it causes a lot of problems. So now we just have it as a base project and let them modify it freely for that particular project.
Ugly solution but seems a perfect middle ground so far.