You are developing your Games in Unreal Engine/Godot/Unity wrong - USE Git!

Here I wanted to quickly tell you about a situation that happened to me with unreal in which I was happily editing a blueprint as always in this case it was for the part of some portals the selection menu or rather the world in which you will be able to navigate to the other worlds and suddenly unreal closed more and happy with life and you can say well nothing happens you open it again that is something that anyone who works in a real should know what happens that it crashes every time it feels like it or well no not like that but when it feels like it then nothing happened I opened it and continued with my life the problem is that precisely a real for some reason at least on the mac it happened to me that it corrupted said file because when I went to Windows I could open it.

So here I had to try again once I restarted the mac to see if I could open it but suppose not that you simply could not open it anymore something that I thought had happened and what can happen because Pacolo in that level was very simple, that is to say, it had three things, it was not a very elaborate level, it simply had five portals and it had four crushed cu and little else and he was editing the portal there because he wanted to make a common code for everyone which was the navigation part but suddenly it closed so precisely that is what I want to call you the importance of using this type of code backups to call it somehow as in this case it is git or ghot directly since you can also use git without using githot but the advantage that githot brings you is that you can share your code and obviously also as who says give it an additional Blueprint in case your computer explodes then at least you have it backed up there So yes it is very important to have it backed up

It is essential to back up your game code

I think that this situation at least called me to the button although I had already done it a long time ago and it was always what I commented and this remembers that I had also talked about it in another video that I do not understand especially video game developers how they do not have the habit of using this type of backups because for situations like these suppose that it is a level that you have been working on for months and suddenly a royal decides to corrupt it then what you have to do you have to give birth because literally you are going to give birth to see if you can rescue it by trying any crazy situation that you are going to find on the internet and any solution that may work for you or anything that occurs to you and you are going to waste a lot of time you are going to get too desperate then in the end you are not going to know what is better if it is to do it all over again from scratch or try to recover it and if you use this you do not have to worry about that to me when that happened to me I said Well nothing happens in the same way he is doing some tests with the blueprints I practically do not lose any work if he wants to destroy it I delete it and simply download it again from here and not even I don't even have to download it, that is.

I have like four ways to do it to recover that code since here remember in case you don't handle much what github is that I also explain it to you a little more in the video mentioned here this gives you the total commit, that is to say I have to date 245 commic for my unreal project that I have here therefore I can easily give it here and as who says Go back to the past the code that I have here Go back to the past so that I have a version as who says stable with which to work then I would simply copy this Command, write the terminal ge checkout, place this Command and it would automatically revert all the changes to be in a stable environment again and therefore not lose absolutely anything since this obviously can also get worse this was also commented by the video game developer called guincho he said that once he used was Unity and it directly failed simply would not even exist Then he had to invest several hours of his time to solve the problem manually since these files differentiate it from anything that we are programming either in flurer either in native Android whatever you want we don't have the source code so pretty it doesn't necessarily have to be there it may be compiled binary files then things can get complicated there or they are directly files handled or structured internally by a real and therefore when we go to open it we won't understand a thing because we are used to handling it this way but suppose you inter ente this is an xml that we don't handle internally then and that is precisely where the error is Then you have to start browsing all that to see if you can solve the problem manually which is obviously disgustingly horrible and again if you use this type of schemes you are not going to have any problem you can be completely sure that your project the computer the country can explode but your project will be fine you don't have to worry if the country explodes because you have to get out alive but your project will be completely alive and completely available to simply whether you have your project on another computer and you already have your project and you simply do a kpol to bring the changes or you directly download it from Here you clone it or the 10,000 ways we have to recover our code here also a very important point and that is that this is something that is good that you do from the beginning because the projects in a real one I do not think it is anything new they grow quickly and therefore when you already have several gigabytes it is going to be very complicated for you Unless you have an excellent connection to upload your changes here to this type of code backups So to speak so nothing that was the message that I wanted to give you and without further ado we will see you in another video

I agree to receive announcements of interest about this Blog.

I'll tell you about a situation that happened to me when creating my game in Unrela and what saved me... using git and github

- Andrés Cruz

En español