Smart merge
Use the UnityYAMLMerge tool to merge scene and prefab files in a semantically correct way.
Read time 6 minutesLast updated 10 days ago
Use the UnityYAMLMerge tool to merge scene and prefab files in a semantically correct way. The tool can be accessed from the command line and is also available to third-party version control software.
Setting up smart merging in Unity
In the Version Control project settings (menu: Edit > > ), when you select a third-party version control tool in the Mode field, for example Perforce or Unity Version Control (UVCS), the Smart Merge is displayed. The menu has the following options:
Project Settings
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Version Control
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- Off: use only the default merge tool set in the preferences with no smart merging.
- Premerge: enable smart merging, accept clean merges. Unclean merges will create premerged versions of base, theirs and mine versions of the file. Then, use these with the default merge tool.
- Ask: enable smart merging but when a conflict occurs, show a dialog to let the user resolve it (this is the default setting).
Setting up UnityYAMLMerge for use with third-party tools
The UnityYAMLMerge tool is included with the Unity Editor. Assuming Unity is installed in the standard location, the path to UnityYAMLMerge is as follows:
On Windows:
C:\Program Files\Unity\Editor\Data\Tools\UnityYAMLMerge.exe
Or
C:\Program Files (x86)\Unity\Editor\Data\Tools\UnityYAMLMerge.exe
On macOS:
/Applications/Unity/Unity.app/Contents/Helpers/UnityYAMLMerge
To access this folder from the Finder, right-click the and select the option.
Unity.appShow Package ContentsUnityYAMLMerge is shipped with a default fallback file (called mergespecfile.txt, also in the Tools folder) that specifies how it should proceed with unresolved conflicts or unknown files. This also allows you to use it as the main merge tool for version control systems (such as git) that don't automatically select merge tools based on file extensions. The most common tools are already listed by default in mergespecfile.txt but you can edit this file to add new tools or change options.
You can run UnityYAMLMerge as a standalone tool from the command line (you can see full usage instructions by running it without any arguments). Setup instructions for common version control systems are as follows:
P4V
- Go to Preferences > Merge.
- Select Other application.
- Click the Add button.
- In the extension field, type .
.unity - In the Application field, type the path to the UnityYAMLMerge tool (see above).
- In the Arguments field, type
merge -p %b %1 %2 %r - Click Save.
Then, follow the same procedure to add the extension.
.prefabGit
Add the following text to your or file:
.git.gitconfig[merge] tool = unityyamlmerge [mergetool "unityyamlmerge"] trustExitCode = false cmd = '<path to UnityYAMLMerge>' merge -p "$BASE" "$REMOTE" "$LOCAL" "$MERGED"
Mercurial
Add the following text to your file:
.hgrc[merge-patterns] **.unity = unityyamlmerge **.prefab = unityyamlmerge [merge-tools] unityyamlmerge.executable = <path to UnityYAMLMerge> unityyamlmerge.args = merge -p --force $base $other $local $output unityyamlmerge.checkprompt = True unityyamlmerge.premerge = False unityyamlmerge.binary = False
SVN
Add the following to your file:
~/.subversion/config[helpers] merge-tool-cmd = <path to UnityYAMLMerge>
TortoiseGit
- Go to Preferences > Diff Viewer > Merge Tool and click the Advanced button.
- In the popup, type in the extension field.
.unity - In the External Program field type:
<path to UnityYAMLMerge> merge -p %base %theirs %mine %merged
Then, follow the same procedure to add the extension.
.prefabUnity Version Control (UVCS)
- Go to Preferences > Merge Tools and click the Add button.
- Select External merge tool.
- Select Use with files that match the following pattern.
- Add the extension.
.unity - Enter the command:
<path to UnityYAMLMerge> merge -p "@basefile" "@sourcefile" "@destinationfile" "@output"
Then, follow the same procedure to add the extension.
.prefabSourceTree
- Go to Tools > Options > Diff.
- Select Custom in the Merge Tool dropdown.
- Type the path to UnityYAMLMerge in the Merge Command field.
- Type in the Arguments field.
merge -p $BASE $REMOTE $LOCAL $MERGED
Configuring mergerules.txt
To customize how UnityYAMLMerge merges files, configure the mergerules.txt file. This is available in the folder of your Unity installation. The various configuration options are as follows.
Editor/Data/ToolsArrays
The arrays configuration section tells UnityYAMLMerge to treat the specified path as an array; either as a "set" with a key value, or as a "plain" array without key values. The default for all arrays is to do a hybrid mode and try to match with some known heuristics.
- <mode> is one of "set" or "plain"
Example (as per default mergerules file)
[arrays]set *.GameObject.m_Component *.fileIDset *.Prefab.m_Modification.m_Modifications target.fileID target.guid propertyPathplain *.MeshRenderer.m_Materialsplain *.Renderer.m_Materials
Exclusions
The exclusions configuration section indicates which paths to exclude from merging. If both sides have been modified, they are then treated as a conflict and will show up for user input.
- <mode> is one of "include", "exclude", "includeIfContains", "excludeIfContains"
Example (as per default mergerules file)
[exclusions]exclude *.MeshRenderer.m_Materials.*exclude *.SpriteRenderer.m_Materialsexclude *.SpriteRenderer.m_Colorinclude *.ParticleSystem.InitialModuleexclude *.ParticleSystem.*exclude *.ParticleSystem.InitialModule.*#excludeDepend *.MonoBehaviour m_Script ^m_excludeIfContains *.MonoBehaviour.* x y zexcludeIfContains *.MonoBehaviour.* r g b
Arguments
The argument is deprecated and no longer has any effect. Unity now always serializes inline mappings on one line, and the merge tool follows this behavior. This argument is ignored if provided.
--nomappinginonelineComparisons
The comparisons section takes into account negligible differences between float values to ignore per user settings. When enabled, floating point comparison is done relatively to account for relative error. You can configure comparison in the following ways:
- "float" <float value to compare> (This sets epsilon to a default value close to machine epsilon)
- "float" <float value to compare> <relative comparison value and absolute cutoff>
- "float" <float value to compare> <relative comparison value> <absolute comparison cutoff>
The relative comparison value determines epsilon and how comparison will scale with the size of the floats’ relative error. The absolute comparison cutoff determines at which point float comparison switches from absolute to relative from zero (on a graph).
Example
[comparisons]float *.Transform.m_LocalPosition.x 0.0000005float *.Transform.m_LocalPosition.y 0.0000005float *.Transform.m_LocalPosition.z 0.0000005float *.Transform.m_LocalRotation.x 0.00005 0.001float *.Transform.m_LocalRotation.yfloat *.Transform.m_LocalRotation.z 0.00005 0.001float *.Transform.m_LocalRotation.w