The key is generated in deploy settings and added to gitlab ssh keys. For some reason the build setup is using an older checkout, Manually updating a submodule via git submodule update -recursive -remote before building results it in a host key verification fail. Hopefully, though the overall approach comes through.I am having a problem updating git submodules during build phase. Sorry if I'm not being as detailed as I could be here, I'm running a bit short on time. * Pushing and pulling given modifications between projects. * Modification of the custom shared Unity package within whatever game/project is including it using the method above. * Sharing code between multiple unity projects utilizing a custom shared Unity package. From there you would add the code-sharing unity package to the unity package manager as a local file package. Typically I add this to a root folder named Submodule. You then need to add the code sharing unity package as a git submodule to your game version control. * Game / project under git version control. * Code sharing Unity package under git version control you want to share. So to get what you are after you would do the following.Įssentially the way I do this is through a combination of submodules and Unity packages. However, the 2nd guy writes in an Update: So I was looking into using the git submodules for the common core and found actually quite nice descriptions of people who've done that: (I could, in theory, cherry-pick also here - but that's a nightmare and my colleagues will butcher me for suggesting the required atomic commits on such a level.) However, since the "common core" between my projects is only a (small) part of each project (while the rest is vastly different between projects), the fact that my entire projects are tracked by git does not help much. I can cherry-pick specific files or commits and leave other stuff untouched. We would have (for example) a branch per project and keep these as parallel as needed/wanted. Normally git is the tool of choice here, to my understanding. Later it could be that I update B and want to reflect that in A. ![]() ![]() If I now change something in Project A which is in the shared code base with Projects B and C, I want to directly (and selectively) reflect this change in B and C as well. Their versions of the core go back to the same root but, so they share a lot of code, but each of them also has their particularities. Since multiple projects are under active development at the same time, the direction of update is impossible to predict. ![]() Some of the improvements shall be updated in old (i.e., running or under-development) projects - others not. Naturally, with each project this core develops further and gets better. Therefore, we try to abstract out the common core (experimental structure, in our case), so that we can maximally recycle and reuse across projects. We work on multiple different projects which all share basic (game) structure (actually, we're not a game company but a neuroscience research lab - so the projects are experiments, but that should not matter).
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