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Full | Stingray Perforce

Stingray used a configuration file (often hidden in the project root) to tell Perforce which file types to treat as text and which to treat as binary. This was critical. If Perforce tried to merge a binary texture file as text, it would corrupt the asset. Properly configuring the FileTypeMap in Perforce was essential to prevent this.

Stingray had a built-in Perforce plugin for:

It used the P4 API under the hood, and the plugin was implemented in Lua and C++. stingray perforce full


Stingray is typically licensed per Perforce server instance or per user (named or concurrent). Contact Perforce sales for current pricing, but expect:

Note: Some legacy Rogue Wave contracts still exist; new purchases go through Perforce. Stingray used a configuration file (often hidden in

A "full" connection starts with a correct workspace view. Stingray is sensitive to relative paths. Your workspace mapping should look like this:

//depot/stingray_projects/MyGame/... //MyP4Workspace/...
-//depot/stingray_projects/MyGame/build/... //MyP4Workspace/build/...

Pro tip: Exclude the build/ folder. Stingray generates temporary compiled shaders and asset streams here. Adding them to Perforce causes infinite sync loops. It used the P4 API under the hood,

The central authority. It must be configured with the Stingray triggers in the triggers table of the server spec. These triggers detect file types (e.g., .mb for Maya binary) and route them to the correct handler.

p4 sync //depot/project/...
p4 edit //depot/project/assets/character.fbx
# (edit in Stingray)
p4 reopen -c 12345 //depot/project/assets/character.fbx
p4 submit -c 12345

Before diving into the "how," it’s important to understand the "why." Stingray (formerly Bitsquid) was designed for high-performance, multi-platform development. It handled massive datasets, complex shaders, and large texture libraries.

Perforce Helix Core is the industry standard for a reason:

Because Stingray relied heavily on Lua, programmers often preferred using external IDEs like VS Code or Sublime Text. The "Full" integration allowed them to work outside the engine. They could edit scripts, run a command line p4 submit, and the Stingray Editor would hot-reload the changes in real-time. This separation of concerns (Code in IDE/Perforce, Art in Engine/Perforce) was one of Stingray's strongest features.