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Development set-up (team leader)

This is what the folder structure should look like at the end of the set-up:


  • The Game Projects folder is any location you want to put the Game Project folder.
  • The Game Project folder (here called 2015-04-18 Ludum Dare 32) is given the name of the project
  • The Repository folder (here called ludum-dare-32) contains files which are stored in the shared source code repository.  The folders highlighted in green are all shared with other team members.
  • The .hg folder is a system folder which Mercurial uses to keep track of changes in the source code repository.
  • The Unity Project folder (here called Ludum Dare 32 Unity Project) is what will be opened by Unity.  Game code and assets go in the Assets folder.
  • The Shared folder contains things which aren't part of the Unity project, but are shared with team members via the source code repository. E.g. design documents, GIMP .xcf files.
  • The Non-shared folder contains things which aren't shared with team members. E.g. screenshots, recorded video
We'll create each of these as we go.


Step 1 - Create the game project folder

  • In the Game Projects folder (wherever you choose that to be), create the Game Project folder
  • In the new Game Project folder, create a folder named non-shared.



Step 2 - Create the repository on Bitbucket

  • Create an account on Bitbucket if you haven't already.  DO NOT reuse an existing password, because you will be storing the password in plain text later!
  • Create a repository:

  • Use the following settings:



Step 3 - Check out the repository onto your computer

  • Open the Game Project folder in Windows Explorer, and right-click in a blank space.
  • Click Clone.

  • Copy the repository path from Bitbucket, and paste it into the Source box on the Clone window.
  • Click Clone
  • You will be asked for your Bitbucket password.

  • In the newly-created Repository folder, create a folder named shared next to the existing .hg folder.


Step 4 - Create the Unity project

  • Start Unity.
  • On the Unity starting screen, click New project.
  • Enter a Project name, and select the Repository folder as the Location.


  • When the newly-created project is opened in Unity, add a cube to the scene.
  • In the Assets folder, create a folder named Scenes.
  • Save the current scene into the Scenes folder.

When other team members check out the project, they should be able to see the scene you just created.

  • Click Edit -> Project Settings -> Editor.
  • Set Version Control -> Mode to Visible Meta Files.
  • Set Asset Serialization -> Mode to Force Text.



Step 5 - Configure Mercurial/Tortoise Hg

  • In Windows Explorer, right-click the repository folder, and then click Hg Workbench.

  • In TortoiseHg Workbench, click File -> Settings.
  • On the repository settings tab, click the Commit section.
  • Enter a Username (this doesn't have to be your Bitbucket username)

  • In TortoiseHg Workbench, click the toolbar button to enter the Synchronise view.
  • Click the Manage HTTPS connection security and user authentication button next to the repository URL (it looks like a padlock).
  • Enter your password - it is stored in plain text somewhere.


Step 6 - Add the Unity project to the repository

  • Right-click one of the files in the Working Directory which are in the Library folder, and then click Ignore:

  • In the Ignore filter window, add the following filters:
    • <Unity Project folder>/Library
    • <Unity Project folder>/Temp
    • *.csproj
    • *.sln
    • *.userprefs

  • Click the toolbar button to switch to the Commit view.
  • Make sure all the files in the Working Directory are checked.
  • Enter a commit message, and then click Commit

This has added the changeset on your computer, but you need to push the changeset to the central repository on Bitbucket before other team members can see it.

  • Click the toolbar button to push outgoing changes.
  • Verify that the push to the remote repository completed.

Step 7 - Set up MonoDevelop code formatting

  • Open MonoDevelop, by double-clicking a script in Unity (create a C# if there isn't one already)
  • On the Project menu, click Apply Policy

  • On the Apply Policies window, select the Microsoft Visual Studio policy, and then click Apply Policies
  • On the Tools menu, click Options

  • In the Behaviour section, select Format document on save

Step 8 - Invite team members

  • On the Bitbucket repository page, click Send invitation, and then enter the team member's username.

Step 9 - Start capturing a timelapse

  • Run Chronolapse, and configure the following settings before clicking Start Capture
  • Set Time Between Captures to 30 seconds
  • Choose a Save Folder
  • Set the File Format to png




Add notes about text assets in unity