I’ve tried the Unity Hub 0.12.0.0, but after opening my project, the Unity Editor (2017.3.0p3) takes 25 ~ 40% CPU time constantly. When I open my project with the unity exe myself this does not seem to happen.
So for some reason the project opened with Unity Hub just hogs CPU time.
Hi,
It is under our plan, but we are currently focusing on fixing issues encountered.
Meanwhile, we are being mindful of CPU usage as we make adjustments.
In 0.13.0, some improvements been made.
As for Unity Editor CPU usage, may I ask the editor version? Would running the editor independently from Unity Hub makes a different?
For what it’s worth, I’m using Hub 0.15.0 and Unity 2018.1.0b11 and am running into very similar issues, not just with idle but upon project opening and occasionally with changes, the CPU usage for Unity spikes to 100% and remains there for lengthy periods of time making Unity unusable until it calms back down.
I think it is because of the HUB Health request that is constantly running in the background.
If I open the Unity project with UnityHub and then close UnityHub (closing it from the taskbar). Then in Unity I get the warning “HUB health request failed, Reason: Failed to connect to localhost port 39000: Connection refused (0).” spammed 15 times. But the CPU usage drops to the idle 0 ~ 3%.
So my guess is, is that there is something in the HUB Health check that is constantly eating CPU time while the Unity Hub is active.
I’m not sure why that health check is even there, but it sure doesn’t have to be run every frame (which I think it is at this moment).
Why is the editor communicating with the hub at all? I can see it creating a connection when you try to open a different project, but other than that it shouldn’t be necessary.
UnityHub 0.16.0 launching Unity 2018.1.0f1 same problem.
Once Unity is launched I close UnityHub, the CPU usage goes down.
I’d really love to use the UnityHub but it is unacceptable to have a constant CPU usage of 25+% in Unity.
While currently we have yet reproduced the issue, if the high CPU usage is indicated on the Editor side, it would be likely tie to Editor version. If any improvement is observed, it would likely be on a different Unity Editor version.
I’m having a similar issue. I find Unity Hub very useful, but it’s taking up anywhere from 30% to 50% of my CPU usage even without any instances of Unity itself being open. I now wake up to find my laptop warm.
We are sorry for the situation, and I must apologize that I have not yet been able to reproduce the high CPU usage.
This is important to us, any info you may provide would be valuable to us.
The latest version of Unityhub has solved the problem I had.
So the bug was in the Unity Hub (I have not changed to a newer version of the Editor so). After a Unity Hub update I tried again and the problem is no longer there.
I’m not getting very high cpu usage from Unity Hub, but all three exe stay open even after I close both Unity and the Hub window. Why doesn’t closing Unity Hub window also kill the exe tasks? I’d much prefer it did, as I use my computer for other intensive tasks.
My Unity Hub cpu usage can get up to 10%, even when everything Unity related is closed. It’s kinda annoying.
Using Hub v0.18.1, and currently am mostly working with Unity 2017.4.3f1
OS: Windows 7
Processor: AMD FX-6300 Six Core, 3.5GHz
RAM: 16gb
Are there any logs somewhere that would be useful to help the devs improve?
Are you sure you’re closing it? By default it just minimizes to the tray when you try to close it. You have to right-click the tray icon and select “Quit Unity Hub” to actually close it.
Did anyone figure this out? I have the same issue, with 25% cpu usage from Unity hub 2.3.2 on Mac and Editor 2019.3.11. When I “close” hub (which minimized it) the cpu usage goes down.
This also seemed to prevent sleep mode on my machine.