This tutorial is part of the Godot and Git course. See the previous part if you haven't already!
In this part, we talk about merging Godot scene files (*.tscn), learning about the format, how to resolve merge conflicts, and some tips for team collaboration and avoiding merge conflicts in the first place.
This course covers BOTH the command-line and GUI for using Git, although, in this part we will only look at command-line in order to save time - the commands are the same as the last part, so if you want to see how to do them in the GUI, please watch part 6.
This video is meant for absolute beginners who have gone through the previous parts, but otherwise don't have any previous experience with Git (or other version control systems).
The Git cheatsheet (with all the Git commands we run):
https://docs.google.com/document/d/1nB-W1NzazXxm68cQG1Kb3KXdX80LfpUp2HT181h25O8/edit?usp=sharing
Ready for more? See the next part in this course!
All the tutorials in this course
- Godot and Git (part 1): Why use Git (or any version control)?
- Godot and Git (part 2): Getting Started with Git
- Godot and Git (part 3): Traveling through History
- Godot and Git (part 4): Pushing your repository to GitLab.com
- Godot and Git (part 5): Simple branching and merging
- Godot and Git (part 6): 3-way Merge and Merge Conflicts
- Godot and Git (part 7): Tips for merging scenes and team collaboration
- Godot and Git (part 8): Git LFS and dealing with large assets
Comments
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amazing tutorial, i've…
amazing tutorial, i've underestimating the power of merge from scene, save branch as scene, and even the "make local" which removes the instance and bring a copy of the whole scene, i've using it to have multiple levels loaded in a single scene, make them local, edit them to have them vissualy connected and saving as scenes after editing. Maybe a tool script would automate that process but i'm kinda new to godot.