• Unity
  • How to use spine-unity runtimes git with unity

As I recently tried to submit a few patches to the unity runtimes I had a few issues with my workflow with the git repository.
As a long-term git user I am pretty used to depending on git to tell me what is going on in a repository and I have long ago stopped remembering what I have modified in the code. Unfortunately with the spine runtimes being in a separate repository my usual git workflows are a bit broken.

For the UPM modules (timeline in my case) it was pretty easy to directly link from the unity package manager to the local repository clone path there were no much issues as directly modifying the code resulted in unity rebuilding and everything was smooth. Unfortunately that didn't work for the base runtimes and I was doing manual compares, I tried committing in my local repository and the using git-format-patch and git-am. None of these was good enough for my liking.

If those of you who commonly use the original (or forked) spine-runtimes repository with unity could share how you are doing this I would appreciate it.

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You could create a symlink from your Unity project's Spine directory (e.g. Assets/Spine) to your own git repository spine-runtimes/spine-unity/Assets/Spine subdirectory. The same would be necessary to include the spine-runtimes/spine-csharp/src directory.

As an alternative, you could go with git sparse checkout. You could then place your main checkout root directory spine-runtimes in Assets and place a sparse-checkout file in .git/info, listing the directories spine-csharp/src/ and spine-unity/Assets/.

Thanks. I will first try the symlink and check if it works for me. It is definitely easier and I don't have a good experience with sparse-checkout (even though I have heard it become better since it went out of experimental state)