I created a Unity asset that automatically saves Unity backups.
I would like to release it to you in the hope that it will be useful to you.
Please download ver1.0.0 (latest version) from the following site.(it is free asset)
https://assetstore.unity.com/packages/tools/utilities/sephiroth-auto-back-up-monitoring-290378
Description of this asset
Automatically saves a backup every time a file is updated.
No other operations are required other than importing this asset.
The Assets_BackUP folder is automatically generated in the hierarchy where the Assets folder is located.
Every time a file in the Assets folder is updated, a backup is automatically saved there.
The backup file name includes the update date, so if you want to return to a specific point in time, you can identify it by the file name.
If you delete the Assets_BackUP folder, a new Assets_BackUP folder will be regenerated containing only a backup of the current state.
If the Assets_BackUP folder becomes too large, consider deleting it.
This asset will never overwrite any files in the Assets folder.
This asset only touches the Assets_BackUP folder.
Therefore, it is impossible for this asset to cause bugs.
Please use it with confidence.
Ver0.0.0 works with the code below.
Ver1.0.0 also has a function to partially delete backup files that are more than 4 business days old, but because the code is long, we will only post the code for Ver0.0.0.
If you create a new SephirothAutoBackUPMonitoring.cs, replace the code with the code below and put it in the Editor folder, it should work in the same state as ver0.0.0.
using System.Threading.Tasks; namespace SephirothTools { public class SephirothAutoBackUPMonitoring { private static readonly object Lock = new(); private static bool isExec = false; private static string DateString; public const bool isCSharpFileOnly = false; [UnityEditor.InitializeOnLoadMethod] private static void Exec() { lock (Lock) { if (isExec) { return; } isExec = true; Task.Run(() => TaskExec(System.DateTime.Now.ToString("yyyyMMdd-HHmmss"))); } } private static void TaskExec(string date) { DateString = date; while (true) { try { ExecOneTime(); } catch { } System.Threading.Thread.Sleep(5000); // A thread for SephirothAutoBackUPMonitoring is generated and put into sleep, so the main thread is not stopped. if(date != DateString) { break; } } } private static void ExecOneTime() { string targetPath = System.IO.Directory.GetCurrentDirectory() + "\\Assets_BackUP"; if (!System.IO.Directory.Exists(targetPath)) { System.IO.Directory.CreateDirectory(targetPath); } foreach (string onePath in System.IO.Directory.GetFiles(System.IO.Directory.GetCurrentDirectory() + "\\Assets", "*", System.IO.SearchOption.AllDirectories)) { if (isCSharpFileOnly && !onePath.EndsWith(".cs")) { continue; } string oneTargetDirectory = System.IO.Directory.GetCurrentDirectory() + "\\Assets_BackUP" + onePath.Substring((System.IO.Directory.GetCurrentDirectory() + "\\Assets").Length); oneTargetDirectory = oneTargetDirectory.Substring(0, oneTargetDirectory.LastIndexOf("\\")); string oneTargetFileName = System.IO.File.GetLastWriteTime(onePath).ToString("yyyyMMdd-HHmmss") + "_" + System.IO.Path.GetFileName(onePath); string target = oneTargetDirectory + "\\" + oneTargetFileName; if (!System.IO.File.Exists(target)) { string[] pathMove = oneTargetDirectory.Split("\\"); string folderPath = pathMove[0]; for (int i = 1; i < pathMove.Length; i++) { folderPath = folderPath + "\\" + pathMove[i]; if (!System.IO.Directory.Exists(folderPath)) { System.IO.Directory.CreateDirectory(folderPath); } } System.IO.File.Copy(onePath, target); } } } } }
We have now released an asset that automatically saves Unity backups.
We hope this will be helpful to your development.
Thank you for reading.
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