Now Available: Unity Hub 3.17.3

absurd cpu usage & unable to open up any project. Downgrading to 3.14.5

Yeah so it seems that restarting my computer today made the issue appear again. I’m still on 3.17.1 btw. It’s taking a very long time to open (spinning loading icon). I killed the process and re-opened it and all my projects have been cleared from the list :frowning: .

EDIT: I’ve updated to 3.17.2. Also, Can I request a way to add multiple projects? Like allow multiple selection from the system dialog window that pops up when clicking Add button in hub? Adding them one at a time is annoying…

I’ve also noticed that adding a large project to the list is when it starts to slow down.

1 Like

Can I commit to GitHub in Unity 6000.4.0f1?

Scratch that, projects do not open instantly. They take a couple minutes still.

Do you need to?

I am still seeing lots of file access in the .git directories, especially the lfs directories.


image

1 Like

this is why it locks all the folders, its checking for git etc..

Also to add, on boot, after the Unity Hub logo disappears and then I’m left stuck on the spinning circle for a couple minutes (from the delay of this new update), it feels like the program is broken compared to if I still saw the logo. The logo animating away makes me perceive as if it should be done spinning, but because that continues now on a black background, it feels broken to me, which I know it is currently, but thought to mention the perception of it in-case no-one had clocked that yet Unity-side.

1 Like

These are welcome changes, but Hub is noticeable slower and less responsive in these latest iterations.

I don’t really get this update, so it shows if we are connected to repos and such, but it is however really slow to startup now (compared to how it was prior which was near instant), it wasn’t like that prior to this whole addition. Reading the release notes, it seems hub is becoming a repository manager, while I think that is an interesting idea, I feel like that really isn’t needed. I think at least for me, I would want this stuff to be optional, hopefully the slow startup is fixed in a newer version but I would rather it be what it was prior, a way to look at the projects on my computer and a way to install unity versions.

4 Likes

I second this. I wish they make it an option for git integration, and also make it lazy. There is really no need to read all repos for .git upfront at startup.

2 Likes

Much as I welcome the additon of git support, not at this price

I have 10 projects, it was minutes before the list appeared. especially when 8 are junk projects

3 Likes

Hi,

with the last recent 2 Unity Hub Updates, there is an serious issue with Package Management in the Editor.

UnityConnectWebRequestException: Token Exchange failed due a failure with the web request.
UnityEditor.Connect.TokenExchange.VerifyTokenExchangeResponse (UnityEngine.Networking.UnityWebRequest exchangeRequest) (at <7e9d236df72e41199c1709cbdadee527>:0)
UnityEditor.Connect.TokenExchange.TokenExchangeRequestAsync (UnityEditor.Connect.TokenExchangeRequest tokenExchangeRequest, System.Threading.CancellationToken cancellationToken) (at <7e9d236df72e41199c1709cbdadee527>:0)
UnityEditor.Connect.TokenExchange.GetServiceTokenAsync (System.String genesisToken, System.Threading.CancellationToken cancellationToken) (at <7e9d236df72e41199c1709cbdadee527>:0)
UnityEditor.Connect.ServiceToken.GetServiceTokenAsync (System.String genesisToken, System.Threading.CancellationToken cancellationToken) (at <7e9d236df72e41199c1709cbdadee527>:0)
UnityEditor.Connect.UnityConnect.RequestNewServiceToken () (at <7e9d236df72e41199c1709cbdadee527>:0)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.b__7_0 (System.Object state) (at <41d29b352f6a475ab1bf7c6628b82790>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <500f267b66d74c678b3466bfed6b3d28>:0)
UnityEngine.UnitySynchronizationContext.Exec () (at <500f267b66d74c678b3466bfed6b3d28>:0)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <500f267b66d74c678b3466bfed6b3d28>:0)

Even though i’m logged into unity hub (tried logging out and restarting) it cannot retrieve my asset packages within the editor. Happens with every Editor version. The only fix is to roll back unity hub (3.13 for me works currently)

I’m sitting behind a company firewall and using it with proxy and unlocked endpoints accoring to unity documentation just fine. It fails on the newer Unity hub version (recent 2 or 3)

I submitted a ticket for Unity Industry users but it will take weeks

Please fix immediately. We cannot use our PAID assets right now.

Steps to reproduce:

  1. Sit behind company firewall with everything blocked
  2. unblock unity endpoints according to documentation
  3. Once in editor, exception appears, no access to package manager
  4. use old unity hub version (3.13 for example) everything works fine

Edit: and NO I cannot file a bug report in the unity hub, it throws an error (probably missing endpoint firewall unblock, not listed in the documentary)

1 Like

Unacceptably high CPU usage in the latest version.

3 Likes

Yeah I use Fork for my git related stuff, Visual studio also has git repo related things (histories are really handy) but Hub just needs to manage Unity Versions, but if it must do git stuff please be optional.

I posted in another post with a screenshot but the CPU spike is still a thing, it’s sitting around 30% not just on startup but generally, not sure why it’s doing that, all this for git tracking things? some of the projects I have added are old basically deprecated, hell some of their repos are just not functional at this point (remote based repos that is).

1 Like

I don’t get the purpose of this VCS integration at all. Like, why do I need to see that my project is a git repo? I know this already. I have a dedicated git client to watch my repos, I won’t use unity hub for this. All I need from unity hub is to be able to open my projects and manage unity installations. Now it looks like you are transforming hub into bloatware.

At least make this stuff optional

1 Like

What about adding multi-account support? Is this even in the plans? Right now, if I have personal and work projects, I need to log out of my existing account very carefully and log in to my personal account, because I don’t want to have trouble with the Unity legal department due to improper license usage. But unity hub doesn’t make this easy, and one misclick on the wrong project under a different license could cause a lot of trouble. I think this would be a lot more useful than half-baked vcs support

1 Like

All my projects just disappeared from the list :angry:

And to be able to [Refresh Projects] I have to select folders one by one. Because if I select root Unity Projects folder and then there are subfolders with actual unity projects, it doesn’t pick it up :angry:

On the positive side, CPU is now free as there is nothing to show :smiling_face_with_three_hearts:

Edit 1: Hub 3.17.2
Edit 2: After re-adding all the projects, we’re back to normal


Edit 3: Installing the 3.17.3 fixed the issue :folded_hands:

1 Like

Hey folks,

We just released a patch (Hub 3.17.3), that should fix the high CPU usage that a lot of you have reported.

Our team has been working hard on a fix for this since reports started coming in. Thank you for reporting the issue and for the feedback on the latest updates. We really appreciate it all - the good and the bad :sweat_smile: Your experience matters to us and we want to get it right!

Please let us know if you’re still seeing any issues after updating.

Thanks for the patience.

3 Likes

My earlier issue where projects would not immediately open and the hub lacked feedback also seems to be resolved by this update. Thanks to the team for prioritizing this fix.

2 Likes