ParrelSync Documentation

repository·master·Indexed 26 days ago

https://github.com/veriorpies/parrelsync

A Unity editor extension (version 1.5.2) that enables multiplayer gameplay testing without building the project. It creates synchronized clone instances of a project using symbolic links for Assets, Packages, and ProjectSettings, allowing multiple Unity editor windows to mirror changes from the original project.

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What's inside ParrelSync

  1. Understand ParrelSync project structure and cloning mechanism

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    ParrelSync creates clone instances by making a copy of your project folder and using symbolic links for the Assets, Packages, and ProjectSettings folders. This ensures changes in the original project are mirrored in clones without duplicating large assets.

    Folders like Library, Temp, and obj remain independent for each clone to prevent conflicts.

    Clone folders are created alongside your original project with the suffix _clone_x:

    • /ProjectName (Original)
    • /ProjectName_clone_0 (First clone)
    • /ProjectName_clone_1 (Second clone)
  2. Install ParrelSync via .unitypackage

    master

    To install ParrelSync using a .unitypackage, follow these steps:

    1. Backup your project or ensure you are using a version control system (e.g., Git or SVN).
    2. Download the .unitypackage from the latest release.
    3. Import the package into your Unity project.
    4. Verify installation by checking for the ParrelSync menu item in the Unity editor menu bar.
  3. Install ParrelSync via UPM

    master

    You can install ParrelSync using the Unity Package Manager (UPM) for Unity versions that support the path query parameter (Unity 2019.3.4f1+, 2020.1a21+).

    Option 1: Via Package Manager UI Add the following URL to the Package Manager: https://github.com/VeriorPies/ParrelSync.git?path=/ParrelSync

    Option 2: Via manifest.json Add the following entry to your Packages/manifest.json file:

    "com.veriorpies.parrelsync": "https://github.com/VeriorPies/ParrelSync.git?path=/ParrelSync"
  4. Use ClonesManager.IsClone() to differentiate editor instances

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    Use the ClonesManager.IsClone() API to detect whether the current Unity editor instance is the original project or a ParrelSync clone. This is useful for automating connection logic (e.g., making clones connect to a host while the original starts the server).

    if (ClonesManager.IsClone()) {
      // Automatically connect to local host if this is the clone editor
    } else {
      // Automatically start server if this is the original editor
    }