Stingray Perforce Full -
For a developer using the "Full" integration, the workflow looked like this:
The "Lazy" Checkout: Stingray had a unique approach to editing. When you opened a level or asset, it wasn't immediately checked out. The engine used a "edit-on-write" philosophy. Only when you actually made a change and hit "Save" would Stingray prompt you to check out the file in Perforce. This reduced the number of "false checkouts" where an artist opens a file to look at it but accidentally locks it for everyone else.
Handling Source Assets:
If you imported an FBX model, Stingray would process it into its internal format. The Perforce integration was smart enough to track both the source file (in a /source/ folder) and the compiled engine data (in /content/), ensuring that if an artist updated the source model, the corresponding engine files were updated in the same changelist.
The Stingray Hub: The Autodesk Desktop App (formerly Stingray Hub) played a role here. It ensured that all team members were running the exact same version of the engine. In Perforce, the engine binaries themselves could be versioned, ensuring that a script written in Stingray 1.6 didn't break when opened in Stingray 1.8. stingray perforce full
The "Full" integration in Stingray refers to the embedded plugin that connects the editor directly to the P4 server. This eliminates the need to constantly tab out to the P4V client to check files in or out.
Here is how the workflow typically functions within the Stingray Editor:
Pre-built templates for:
Create a stream or classic workspace. The "Full" experience requires +w (writable) permissions in your workspace view. Without this, Stingray cannot auto-checkout.
Example workspace view:
//depot/game/Assets/... //yourworkspace/game/Assets/... +w
//depot/game/Engine/... //yourworkspace/game/Engine/... +w
Why use this legacy "Stingray" workflow instead of modern Git LFS? For a developer using the "Full" integration, the
| Feature | Stingray Perforce Full | Git LFS |
| :--- | :--- | :--- |
| Binary Locking | Native (exclusive checkout) | Requires git-lfs-lock (add-on) |
| Large File Speed | Incremental (delta transfers) | Full file on every change |
| Folder permissions | Per-directory ACLs | Repository-wide only |
| Partial checkout | Sparse workspaces (native) | Sparse-checkout (slower) |
| Unreal/Unity integration | Plug-in built-in | Third-party (GitHub Desktop) |
For game development, "Stingray Full" wins. For plain text source code, Git LFS is sufficient.