Whenever I make a new project, a few packages gets automatically included:
Adds
Analytics
Analytics standard events
In app purchasing
Package manager UI.
I get why the first one is there, but what’s the deal with the first four? I’ve turned analytics off, yet there’s two packages there. I’m not making mobile games, but there’s two mobile app packages.
It’s not a big inconvenience to have to remove these, but it feels kinda iffy that Unity seems to assume that most new projects will want to have the whole free to play mobile setup from the get-go. Maybe there should be a template for that instead?
Thanks for the feedback. There are no evil intentions for including those packages by default I swear.
What you’re seeing in the 2018.1 Package Manager UI is just the first set of previously built-in Editor features / modules / services migrating over to the new package format and delivery system. There are actually several other module under the hood that are shipping as packages but not (yet) exposed in the Package Manage UI and project manifest). If you’re running the 18.x beta releases of the Editor, you’ll start to see more packages of this nature come installed by default.
In the spirit of full disclosure , the choice was made primarily for two reasons.
To keep discoverability of Editor features/ Unity services on par with before Package Manager UI was available
Release testing - although, not a major issue with the Packages listed in 18.1, we are still refining are test cases for the various package combinations that can be on/off in a project. (please stay tuned for more updates related to Package Lifecycle and the direction we are heading towards)
The goal is to leverage templates and improve the new project creation flow via the Hub so the experience with Packages will be additive (e.g. only install what’s required for a given workflow, platform) and not subtractive as is today.
As more Packages become exposed in the upcoming releases we want to make sure templates handle those default as best as possible. Please continue to share your feedback.
As a user I would like the following checkbox option in the New Project workflow:
Type: Checkbox Text: Do not pre-install packages Alt-Text: By selecting this option, no packages will be pre-installed with the exception of the Package Manager. You can always load packages to your project using the Package Manager at a later date.
Something like that would be very useful. As it is right now, having to uninstall them all the time is annoying.
Side note: That “Analytics Library” is installed when you explicitly turn off Analytics in the UI is confusing.
@elbows This release note relates to the Built-in packages feature. Before this change, users could remove modules that had no benefits to do so (ex: no runtime size improvement) but in return could break projects.
@ballz , @SonicBloomEric . As @DanielTG explained above, we are aware this user experience is not perfect for everyone. We are working hard to improve project creation flow through the new Hub. This will take some time though.
Please do not restrict the creation flow enhancements to the Hub. As a user and Asset Store Developer, I do not use the Hub, but launch specific versions of Unity directly and use that version’s launcher to create a project.
Alpha (and, from what I can tell, experimental) builds are not distributed through the Hub.
When running on macOS High Sierra (and newer) and needing to support legacy Unity versions (we go as far back as 4.5.0), we need to install at least some versions of Unity on an external HD. As I work on a laptop, I have newer versions of Unity installed on the internal drive so that I can use them on-the-go. I keep over half of the versions of Unity that we need installed on an external HD that is only plugged in some of the time.
Again, I’m an Asset Store Developer. Unless the Hub can be updated to work with the above two scenarios I would very much prefer that the project creation flow enhancements also make their way into new Unity version launchers directly.
Hello…I’m Dahir. I downloaded and installed Unity 2018 successfully but I couldn’t find any of the default packages under “Import Packages”. Please help!
It is an always running app that serves no purpose once I’ve started Unity and I simply do not like always running apps and close whatever I can find. Meaning I use the hub exclusively to download Unity without having to download new download mangers all the time
The hub sucks at downloading components. I installed 2018.2 in about an hour but it took me another 4 days to install the documentation, 5 days to install Android build support etc.
With the normal download managers I select the stuff I want and a few hours later my downloads are done and Unity is installed. With the HUB components fail and when I look after a few hours I just see a window telling “Oops. This component failed to install for some reason. I’ve been sitting here doing nothing waiting for you to click me.Now that you have seen me, click me to close then start the download all over again. Have fun” …and 5 days later I finally have Unity installed.
So what was that you asked? “Why not use the HUB?”… In the words of Doctor Evil: “Riiiiiiiight”
If you want a work around for the moment, you can simply change the list of pre-installed packages in this file in you Unity installation dir: Editor\Data\Resources\PackageManager\Editor\manifest.json
There is a section “defaultDependencies”, but make sure you do not remove com.unity.package-manager-ui, I think its necessary.
Just updated Unity, and at least for me, this whole package deal is a big nuisance – though to be fair, I don’t have the best computer at the moment. Anyways, for now I’ll just go back to using 2017 Unity to get away from all this package bamboozlery
I’m guessing Unity would really like to know more about what sort of nuisance it was for you. eg slowing down initial creation of new projects, causing confusion in some specific ways, or something else?
I have just seen the changes in 2018.2 after 2017 and…
I don’t get why they were included before rather than being assets or something - I see messages about the ad system in 2017 sometimes and I’m wondering what on earth that has to do with my project that doesn’t use them!
Also the way the packages are displayed in the project view now not hidden in the package manager window seems weird to me - because you can change the code (edit - can’t because read only)
Package Manager is good but kind of needs an intro and this is why x, y, z was done explanation!
Packages arent just code, they can be all sorts of other things, some of which it is quite important to be able to have access to in the project browser for all the usual Unity reasons.
Yes of course, but it is strange because they are all read only - so you can reference the stuff in your project but not modify it. Ok fine - no problem on updates then.
But since you can read all the code in many and open other assets (e.g. images), you then can not fix any issue or tailor to your uses without copying all out of the package space.
I get it, but what if you want to maintain a modified package - is there any support or thought for that?