Attempting to create a new project from a template gets stuck forever on this step. Uninstalled and reinstalled all of Hub and the Editor and its modules, and restarted PC between those steps.
Unity Hub 3.10.0
Editor 6000.0.32f1
OS: Windows 11 Pro 23H2 22631.4602
Editor.log at the point where it gets stuck:
[ScriptCompilation] Requested script compilation because: Assembly Definition File(s) changed
[ScriptCompilation] Requested script compilation because: Assetdatabase observed changes in script compilation related files
info: Microsoft.Hosting.Lifetime[14]
Now listening on: http://localhost:80
info: Microsoft.Hosting.Lifetime[0]
Application started. Press Ctrl+C to shut down.
info: Microsoft.Hosting.Lifetime[0]
Hosting environment: Production
info: Microsoft.Hosting.Lifetime[0]
Content root path: C:\Users\wormania\3DTest\
Connectivity with IL Post Processor runner cannot be established yet. Retrying.Connectivity with IL Post Processor runner cannot be established yet. Retrying.Connectivity with IL Post Processor runner cannot be established yet. Retrying.Connectivity with IL Post Processor runner cannot be established yet. Retrying.Connectivity with IL Post Processor runner cannot be established yet. Retrying.Connectivity with IL Post Processor runner cannot be established yet. Retrying.Connectivity with IL Post Processor runner cannot be established yet. Retrying.Connectivity with IL Post Processor runner cannot be established yet. Retrying.Connectivity with IL Post Processor runner cannot be established yet.
(this then repeats forever while I keep the Open Project window open)
You’re facing seems to be related to connectivity with the IL Post Processor, and it’s likely caused by a configuration or permission issue, or possibly a bug with Unity Hub/Editor 6000.0.32f1. Try the steps above, focusing first on network/firewall issues, clearing cache files, and checking the log for more detailed errors. If the issue persists, downgrading to a stable LTS version of Unity might also be a good solution.
Having the same exact issue … for all the projects I tried , 2D , 3D , Universal etc …
With the 2022 LTS and also Unity 6 and in the logs there is no error than “Connectivity with IL Post Processor runner cannot be established yet. Retrying.”
I’ve tested in Users folder, another drive, in administrator mode or standard mode, fresh reinstall , nothing worked, so what is the problem with unity ?
yep i tried the code 3d template, the universal 3d, the learning 2d platformer, the learning FPS quite all of them
i have no antivirus installed except windows defender, firewall rules seems to be ok with an entry for unity hub, and editor, so I really don’t know what to do and a bit lost that this issue is there for years now
I hope you didn’t wait years for a fix in order to use Unity again. Because I can almost (99.9997% sure) guarantee you that if you were to reinstall Windows that issue will be gone.
Reinstall windows to fix an issue that comes from a software … honnestly i will go on unreal engine ,if they cannot fix their issue that many people have … it’s not professional
Moreover the error is not descriptive ,we cannot connect but we don’t know why , we cannot debug to have the stacktrace or exception or whatever
This is just the final solution that I know will work. It’s not necessarily Unity’s fault that a user’s system can’t, won’t or isn’t permitted to launch a certain process. If that issue were widely occuring, there’d be a) a known solution and b) a better error message. But this isn’t the case, it affects a tiny portion of the userbase hence why you find so little information about it.
The “Validation failed” in the Hub occurs way, way more often and even that has no generally accepted solution that works for everyone. This is in part because it has something to do with permissions and security settings/software as it occurs almost exclusively on Windows. The most common fix is to install the Hub and editor from and to standard locations (ie Documents, Program Files), plus wiping any cached downloads - but not even that is a guarantee.
To my knowledge Unity is aware of that validation problem, they even know the 3rd party command line tool causing (most of) these issues, but the circumstances where it fails are largely unknown and not easily reproducible.
The thing is: none of these issues occur on a vanilla Windows installation even for users who previously had that issue after simply reinstalling Windows. That’s telling that the problem lies more on the system side of things than it being Unity’s problem.
I can tell you I had to reinstall Windows because Windows Update stopped working for about 10 times since Windows 7. This is just how brittle Windows is, it degrades until eventually something snaps and things start to fail. And at some point it’s just no longer worth investigating, and you’ll just scrap it once again.
Gladly, it’s no longer as bad as Windows 9x was though. I think I had to reinstall this at least once per year.
I’m having the same issues on Unity Hub 3.12.1 with 2021.3.45f1 on a Debian-based Linux in a container. I have reinstalled the software and downloads fresh, validated increased and nonrestrictive permissions (default on install), and attempted to create a new project with an unrestricted gigabit network connection, and it still reliably locks up and fails to load. The Unity and UnityPackageManager processes take up high CPU/thread usage for a short time until it goes silent and the window rendering starts frame dragging. After this, force killing it is required after even an hour of waiting, including in situations where Unity Hub gracefully exited long before.
This issue does not seem to be operating system specific, or engine specific. This is most likely, and not anything else, to be a common and severely blocking Unity software issue.
Update: I spent 2 days getting a stable Windows 11 environment barely running, and so long as the build targets and templates are kept small, it does load into a new Unity project successfully from a blank slate install. It has issues with occasionally crashing out during the editing workflow.
Unity Linux system requirements are Ubuntu 22 and 24, any other distro is unsupported and “at your own risk”. The same goes for running Unity in a virtualized environment, which I suppose is what you mean by “container”.
I disagree. A simple search will reveal the large number of similar issues and the length of time they have been going on. It can only be said that Unity officials have not paid enough attention to this issue. The developers did not attempt to summarize the possible direct causes, which led to various speculations and confusion.
This is Unity’s responsibility.
This is blatantly irresponsible. Tell me, what kind of commercial software would design a code infinite loop into such fundamental core logic? If loading a component is necessary, it should terminate after a timeout and display an error. Otherwise, it should skip it. But what does Unity do? The entire process remains blocked, and dumps are constantly being thrown, filling up the system log, while the user receives no useful information.
Unity has neglected to add basic exception handling for such a long-standing issue, allowing components to crash. If developers provide assistance to users, it is not difficult to pinpoint the specific problem.
Unity’s official is clearly operating and maintaining it as an open source project. I believe this issue would have been resolved better if it were truly “open source”, but we all know that Unity is only open-source software for large customers. For individual users with relatively complex device environments, Unity has chosen to simply give up.