I wonder if it would be possible to connect projects to self-hosted GitLab instances.
Thanks for reporting this!
I don’t often check this setting, but just did and mine has also reverted to Opt-In. Not saying it was 3.18.0 that did it, but it’s definitely changed in the last few months.
From the Hub settings page…
Opt-in settings
This selection is saved on your current device only. If you use the same account on another device it will revert back to default settings and you will need to select your preferences again.
Mine changed without changing device or account.
Sorry Unity, that’s poor form.
I’m testing the new CLI with the link you provided another user here due to the current disconnect with the documentation indicating how to install the binary. I am continually getting an iruntimeapp error with anything I try to install using the CLI. Is the beta3 of that binary problematic for actually installing editors, or is there a means around this? Appreciate your insight!
unity auth login fails with 132.001 Input Error: response_type is missing on 0.1.0-beta.3
I followed the install commands you posted upthread:
$env:UNITY_CLI_CHANNEL = 'beta'
irm https://public-cdn.cloud.unity3d.com/hub/prod/cli/install.ps1 | iex
unity --version → 0.1.0-beta.3 (win32-x64, manifest from latest-beta.json).
When I run unity auth login, the browser opens and shows:
{
"message": "Input Error",
"code": "132.001",
"details": [
{ "field": "response_type",
"reason": "Query parameter is invalid. response_type is missing." }
]
}
Repro
- Install
0.1.0-beta.3via the officialinstall.ps1(UNITY_CLI_CHANNEL=beta). unity auth status --json→{"loggedIn":false}.unity auth login→ browser opens, shows the error above.unity auth status --json→ still{"loggedIn":false}.
Root cause: the URL the CLI opens
The CLI logs the exact URL it opens in the shared Hub log dir
(%APPDATA%\UnityHub\logs\info-log.json, module channel-auth-flow).
For my session it was:
https://services.api.unity.com/app-linking/v1/login/redirect/
<base64 of "https://implicit/callback/login/channel/<channelId>">/
https%3A%2F%2Fapi.unity.com%2Fv1%2Foauth2%2Fauthorize
?client_id=unity_hub
&state=...
&code_challenge=...
&code_challenge_method=S256
&response_type=code
The response_type=code parameter is present in the URL the CLI opens.
What’s broken is the redirector: services.api.unity.com/app-linking/v1/login/redirect/<base64-callback>/<url-encoded-authorize-url>?... does not appear to forward the outer query string into the embedded https://api.unity.com/v1/oauth2/authorize request. By the time the OAuth server sees the request, client_id, state, code_challenge, code_challenge_method, and response_type are all gone, so it (correctly) rejects with 132.001 response_type is missing.
Same client_id (unity_hub) as the Hub uses, so the registered OAuth client isn’t the problem.
This is the same class of bug other CLIs have hit recently (Google Workspace CLI #150/#695, Gemini CLI #12314/#11925): the authorize URL gets constructed in a way that strips parameters before the IdP sees them. The fix is on either:
- the
app-linking/v1/login/redirect/...endpoint (forward the outer querystring into the embedded URL), or - the CLI (append the OAuth params to the embedded authorize URL as percent-encoded querystring rather than to the redirector itself).
“Just sign into the Hub” does not work as a workaround
I checked — the new CLI does not share state with Unity Hub:
%LOCALAPPDATA%\Unity\(where the CLI binary lives) contains only the binary, UPM cache, licenses, and Bee cache. No auth/token file at all.- The Hub keeps its session in
%APPDATA%\UnityHub\encryptedTokens.json+userInfoKey.json. The CLI doesn’t read either;unity auth status --jsonstays{"loggedIn":false}even with the Hub fully signed in (verified, Hub 3.18.0). - Nothing under Windows Credential Manager named
unity. - The
AuthService“Token exists” log lines that show up ininfo-log.jsonare from Hub Electron processes, not from the CLI. The CLI’s own log lines are taggedchannel-auth-flowand only appear during/afterunity auth login.
So on 0.1.0-beta.3 there is no working sign-in path: unity auth login is the only entry point, and it hits the broken redirector.
Impact
For my use case (wrapping the CLI from automation/CI) this is recoverable because install, install-modules, uninstall, editors, install-path, and open all work without auth on this build. But anyone trying to use the CLI to drive Unity Cloud / asset-store flows that require a logged-in session is blocked.
Ask
-
Could you confirm whether the fix lives in
app-linking/v1/login/redirect(server) or in the CLI’s URL construction, and whether a0.1.0-beta.4is queued that addresses this? Happy to retest as soon as a new beta is available. -
I noticed that the only option is to login via the browser, but the whole point of a cli tool is for devOps and automation. Is there no planned way to authenticate users with username or password or (ideally) a service account like the ugs or upm cli tools? If not, then this unity cli tool is useless to me and I will continue to use the community one I built.
Environment
unity --version:0.1.0-beta.3- Channel:
beta, installed via officialinstall.ps1 - Install path:
%LOCALAPPDATA%\Unity\bin\unity.exe - OS: Windows 11 x64
- Unity Hub:
3.18.0(signed in) - Reproduced: 2026-05-10
We have a beta 4 queued up with the fixes – We’re aiming to have it out on Monday.The auth command was getting incorrectly formatted on Windows. Auth is the one area we’re currently not sharing config between the Hub and the CLI – we’re planning to change that in the near future
Thanks for the detailed response!
@christophera_unity @toddbunity
any comment on my bug report? Commenting the same since 3 patch releases with no answer. No Answer on Unity Industry ticket report either…
Our company cannot access our PAID assets right now…
unity has always worked poorly for proxys there were variables that needed to be set, but it worked for somethings and not others.. Im not surprised it still doesnt work, when i reported it like 9 years ago, there was very little interest in fixing it
did LastModified check changed? (it used to be last changed time for the project root folder)
i definitely modified my project files (and that folder date has changed), but still shows old modified date in Hub..
Thanks, working now. Lots of different changes.
I still have a major concern about the unity cli tool though, login in via browser only is still a blocker for anyone who needs or wants to do automation for CI/CD workflows. Is there plans to eventually be able to use a service account like ugs and upm cli tools do?
Yes service accounts are coming in the near future!
Thanks for checking out the new cli!
Hey @mgear
As far as I know the Hub should still be using the modified time of the project root folder for the LastModified value so if the folder date changed but Hub still shows the old modified date that sounds like something we should investigate.
Could you please report this via the Hub Bug Reporter? That would give us the needed logs and environment context. In the report please include:
-clear reproduction steps
-the expected modified date
-the actual modified date shown in Hub
-whether restarting Hub changes anything
-a note that the Hub team asked you to file the report (so we can route it faster)
Thanks!
Sounds great, low key wishing I was working on that project. haha.
I’ve been maintaining an open source version of what y’all are trying to ship for ~1 year now.
But glad to see the idea gaining traction internally.
I’ve recently heard many of my friends complaining about this issue too. Have you figured out something?
Templates don’t grab gitignore & CI files from root folder of template project. Must have feature imo. Other than that - great addition, improves creation of projects dramatically
We have improvements in the pipeline that we are aiming to release ASAP. I will tag you as soon as we can confirm the exact version they will ship in.
Aside from unity cli, using the Hub Cli today causes the hub window to open instead of just run the cli command. This seems like a regression from previous Unity Hub releases.
Yes, there’s a bug in the Editor! We’ve asked the Editor team to look into it and hopefully it’ll be fixed (and back-ported) soon
Every new update has unfortunately been making Unity Hub slower and slower… Before it would open in 0.1f and now, specifically on 3.18 the startup time is diabolically long.
Not sure whats going on but the previous update increasing loading time significantly then this version made it worse ![]()
I can’t log in, I can only post in discussion.
I am unable to access the device linked to my account or am not receiving the two-factor authentication (TFA) code as expected.
Please help !