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Hi, We are currently using Perforce as our primary source control solution.

We have been banging our heads up against a wall on this one, it didn't happen in our previous source control system (bitbucket).

I check out the full depot / workspace and integrate wwise into unity using the launcher. All scripts, soundbanks, integration works fine, everything is ready to go.

I submit this project and all containing files (tried in unity and P4V client) and the other team members (with matching wwise versions installed) go to the launcher as a different team member (different PC) and it still wants to integrate wwise into unity.

You can go around and around with submits and it seems like EVERY user has to conduct this integration.  Any ideas on what we are doing wrong here, i am very capable using wwise but getting this integration to stick is becoming a nightmare.

Cheers!
TAFENSW (270 ポイント) General Discussion

回答 2

+1 支持
Forgot to post my answer :)

So if you are integrating wwise into unity and perforce and have an existing wwise integration:

1. check out assets\wwise folder under the unity project

2. check out the projectsettings\projectsettings.asset file (and meta)

3. When integrating choose 'integrate directly into unity project'  (for some reason perforce has issues using the temporary folder option and skips some files when creating a changelist).

Pretty much same deal for a fresh project.  Has worked each time.
TAFENSW (270 ポイント)
+1 支持
I had the same exact issue with Unreal, Wwise, and Perforce! I just figured it out.

Somehow the actual Wwise plugin folder wasn't pushed through perforce when I submitted everything.
In case anyone has the same issue with Unreal and Wwise integration, in Perforce:
go to (yourprojectname) -> plugins -> wwise and make sure that the whole folder is pushed through. also make sure that (yourprojectname) -> content -> WwiseAudio folder is pushed too.

cheers(:
Meg M. (170 ポイント)
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