[UVCS] Resolve Prefab File Not In Sync Serialization Errors
Solution
Unity 2021.3.x - Unity 6.3.x
Published 22 days ago
Prefab assets fail to synchronize with Unity Version Control, frequently resulting in File not in sync errors. This typically occurs after modifying your Prefab using components like NetworkObject, Transform, or NavMeshAgent. The File not in sync error persists even after check-in attempts because the underlying asset metadata or serialized state is modified at runtime, creating a mismatch between your local workspace and the remote repository.
The root cause of File not in sync errors is usually ‘dirty’ serialization caused by runtime scripts modifying a Prefab asset. When frameworks dynamically add components or change values on a Prefab instance and mark the asset as dirty, the version control metadata becomes inconsistent.
To resolve these synchronization errors, follow these steps:
- Identify the dynamic component causing the mismatch. This is often a
NavMeshAgentorNetworkObjectcreated via code. - Open your
Prefabin Isolation Mode (Prefab Stage) and ensure no temporary components are listed in theInspector. - Review your script and ensure any
AddComponentcalls or property modifications on persistent assets are either wrapped in#if UNITY_EDITORchecks or utilizeHideAndDontSaveflags to prevent serialization. - If your File not in sync error persists, right-click the
Prefabin the Project Window and select Version Control > Revert to clear the local metadata mismatch. - In the Project Settings, verify that Version Control is set to use Visible Meta Files to allow your version control system to track serialization changes accurately.
Additional Tips
- Use
EditorUtility.SetDirtysparingly and only when actual persistent data changes are required. - Consider using
Prefabvariants for runtime configurations instead of modifying base assets dynamically. - Ensure your
.gitignoreor.plasticignoreis not accidentally excluding.metafiles associated with yourPrefabassets.
TL;DR
Synchronization failures occur when runtime-generated components or framework-driven data modifications (like Meta MRUK or NavMeshAgent instances) are unintentionally serialized into persistent Prefab assets, triggering File not in sync flags.
Related Posts Haven't quite found a solution to your problem? We think these posts might help you.
Content inspired by a Unity discussion post.