Please make android SDK downloadable without the hub

I’ve been banging my head against this issue for a while day. I had to install unity 2019.1 without the hub because the it kept refusing to connect to the internet. After that I’ve been trying to install the android SDK but I can’t find a way to do so. There is no way to add modules to unity installations that were installed without the hub. I can’t use the hub to just download the SDK seperately either. The unity editor is always checked in the download box. The offline download assistant doesn’t set up the android SDK. The SDK version isn’t mentioned anywhere so I can’t just download the latest version and be done. The manual page simply tells me to use unity hub aaand we are back to square one.

Honestly, every unity update has been a pain to migrate to but this one takes the cake. All I want is to make an android build.

12 Likes

The Android SDK is available in Visual Studio; maybe it can work with Unity?

Hello,
if you can’t use the Hub, the easiest would be to get the required components via Android Studio

You need then to make sure you have Android 9/28 SDK
You also need Android NDK r16b (which can be found directly as well here: Unsupported Downloads · android/ndk Wiki · GitHub)

Then follow instructions in the “Using an alternate Java Development Kit, Android SDK, or NDK” section of the doc Unity - Manual: Android environment setup
to setup the correct path.

I hope this helps.

I’ll try it out. Setting up android studio will be a pain but I guess I have no choice. Thanks.
In the future, please make it possible to use the hub to download the SDK separately for the installation. Or make it work with the Download Assistant. It’s not possible to pause a download when using the hub or see the download speed. This makes the hub useless if you happen to have an unreliable internet connection.

5 Likes

The Hub v2 offers that possibility.

4447579--407608--Capture.JPG

1 Like

That’s only IF you installed 2019.1 through the hub. You can’t add modules if you install it without the hub. You also CAN’T just download the SDK from the hub.

5 Likes

That how things work; you must now use the Hub to install and use Unity. Your download problems can probably be fixed.

I don’t want to start a flame war here. Unity still provides a direct download for everything else. For whatever reason, they didn’t include the SDK there. As I’ve mentioned again and again, the hub has connectivity problems. I’ve also seen other forum posts mentioning this. If they want to push the hub, that’s fine. But there should always be alternatives

12 Likes

i can’t download latest version from unity hub, so i choose a older one. but the download progress bar never finished. so i download the lastest version from unity download archive web page.but when i open the editor. i can’t download the android ndk from click a button (old version support). please add a simple download button, it will save a lot of works. thanks!

2 Likes

My Unity Hub 2.1 is not showing the option for Modules with the version 2019.1.6f1 but an older version (2018.2.4f1) have the option.

That’s because you didn’t install 2019.1.6f1 from the Hub but by using the usual installer. If you had installed it from the Hub, you would get the option.

4647793--436450--Capture.JPG

2 Likes

This is rediculous, if you have for example Unity 2019.1.3 then it disapears in the hubs list of versions after a while when newer versions came up and you dont have a chance to add modules later, you eighter have to update your Unity always to the newest (a big challenge with this fast update cycles) or you fall behind.
The whole “DevOps” Unity tries to present to us with all the services and hub ect is in a very brittle state these days, and I cant wait for the day when everything works together properly

1 Like

Every freakin time downloading android sdk&ndk module for every unity update. WHY? Unity hub is big ssd freaker…

1 Like

Hello I am a technician for a university and would also be interested in a way of downloading the android sdk and ndk tools without the Hub. We used to install unity through SCCM (Microsoft’s System Center Configuration Manager). We used to install unity automatically but now I need to do it manually on 100+ computers though the hub. :frowning:

Hello,
you can still make offline installs and then build your scripts to install Unity, see Unity - Manual: Installing Unity from the command line
the installation of Android NDK/SDK is a convenience we provide, but you can decide to manage your own install
Unity - Manual: Android environment setup
Android NDK/SDK are downloaded from Google servers and require a license agreement (shown in the hub), so we won’t include them in silent/offline installs scenarios.
You can get Android NDK/SDK from https://developer.android.com/ and then build your own deployment configuration.

JC

2 Likes

Thanks JC for the instructions and the reasoning for not having a standalone due to licencing , that now makes sense!

The Unity HUB is basically useless for some of us because it’s really badly made.
If you allow me the crack-joke, it’s Fallout76-like quality made.

Basically, the most broken part of it is that it’s unable to hold and manage packages properly.
• If your connection fluctuate, the download fails 1 package and it stop, the download fails.
• If your download speed isn’t on par with the Unity server, a single package lost, the download fails.
• If your anti-virus analyse anything a tad too much, the download fails.
• If you’re using a HDD and it takes a tiny bit of time to write the data (even at 10,000RPM), the download fails.

The solution is actually quite simple and has been known by Unity since day 1 of the release of Beta HUB.

The solution:
Build a proper package management that can locate missing package and requests packages individually from the server as well as properly caching them when something goes wrong so that it can be resumed afterward. This what is done with the Installer version and this is why almost nobody have any issues with using the Installers.

The reason that was given why the HUB wasn’t done the same way as the Installers is to reduce the stress on Unity file’s server. In other word, no practical reason for the user. But because the HUB fails miserably for many users, Unity is forced to keep the Installer around or they would loose quite a big chunk of their users in a single night. hence the original reason is foolish and useless at this point.
The team is supposed to be working on adding a proper package management and I have seen it being pointed out since the early stage of HUB. We’ll know when it will be done by having a “Pause” and “Resume” button added to the downloads in the HUB. (This is a proof that the download is properly cached and its package are identified because, when pause, the connection is severed and resumed when unpaused which then check what has been done and what remains. This also works at overcoming the problems (points) above.)

The 2 temporary solutions until the download manager of the HUB is fixed (which might never happens) are as following:

1) Give links toward the right external packages that properly works with unity.
You don’t even have to add any stress on the server. Just point out the proper procedure to get everything when not from Unity itself nor the HUB. For example, where do we get the Android SDK and NDK that works with Unity 2019.x The SDK is well documented on the forum, but the NDK is still a mystery of tries and error done by the users where a simple message from an Unity devs stating “Hey guys, this is the link to download the right NDK from the Android website” would even do it. But no, it’s total silence because you keep promoting the useless Unity HUB.

2) Add it to the Android packages from the Installer.
Currently, the Android package downloaded from the Installer only contains the JDK. It doesn’t contain the SDK which can be downloaded via the Android Studio nor the NDK which is version sensitive such as you can’t 99.99% of the ones available and must track down 1 that works. By the way, each NDK is approx. 700MB in size which means you got download about 100GB worth of NDK and only 1 or 2 of them will work. Really practical, right?

I’m sorry if I sound negative in this post, but let me explain to you what I have lived through for the last week:
• Trying to build an Android APK with mono backend (doesn’t requires the Android NDK) results in missing codes being stripped from the build. It’s the result of the limitation from CiL being unable to properly convert complex switch() statements. The solution is to build with il2cpp backend and force-reduce the stripping. To build with il2cpp backend, you need the Android NDK.
• I tried many things with Mono backend, but all failed.
• I tried to get multiple version of the NDK around the forum said to work. None does with neither 2019.2f0 nor 2019.2.6f1. The one I had worked with 2018.x, but not with 2019.x
• Unless some magic happens in the next 6 hours, I’m missing the GDWC 2019 even if I was done with my project 1 week ago. All that because of the fact that the HUB doesn’t work for me.
• I’m also working for some customers as a Graphic designer and I have been squeezing my time so much I barely sleep 4 hours/day. All because I wanted to be done for the GDWC 2019 with this project on which I have worked for 2 months non-stop.

I really though about shooting myself yesterday when I had to face the fact that it’s quasi-impossible for me to build my game properly and that’s the fault of whoever though it would be a good idea to make Unity HUB as it’s currently is. I have invested everything on this project of mine and all it requires is a proper build now.

I’m quoting your answer because that actually enraged me.

That answer you gave is what makes me highly think of uninstalling Unity and simply use Unreal which, currently, has a proper download manager, works wonderfully with Android (with a bit of work) and on which I have yet to face the kind of issues I have faced with Unity. I have been using Unity for the last 5 years and, for all this time, I usually though and respected the team behind it, but you, I don’t respect you because your answer points out as the exact answer from the typical “answer-by-the-sheet” customer service pion that work in a IT center that shrug their shoulder when something in the system they are representing simply doesn’t work as it should.

I said my piece and now I’m back at trying to fix the damn thing that got broken because of the Unity HUB limitation.

10 Likes

Why “Unity Hub” developers do not read what we write.I have no respect for their lazy work.

1 Like

Hi @Max_Bol & @FURKANKAHVECI ,

This is Unity Hub lead developer here.

First of all, I would like to apologize for the inconvenient experience that you had, and I am trying to share your pain and concerns within the Unity Android team and my team to be able to prioritize this issue or find a short term workaround.

I understand your frustration, but I want to emphasize that @ is a wonderful member of the Unity community (not a Unity employee), and she is trying to help. I respect her effort to help and I hope you do so!

Best,
Afshin

7 Likes

I’m trying to manually install the Android SDK, as per the documentation noted above. Regarding the SDK it says:
“Unity works with the most recent version of the Android SDK available at the time of the Unity version release.”

I’m using Unity 2019.2.9f1. Based on this then I assume I should be using Android 9 Pie (API 28) which was released August 6, 2018.

I tried this, and it worked… EXCEPT it seems to only work on phones that have Android 9 installed. I have Android 8.1 installed on my phone and when I go to the Google Play store I get the message “Your device isn’t compatible with this version.” My son has Android 9 on his phone, and he can install the app.

My question is… if I use the Android 9 Pie SDK does it only target Android 9 devices? Should I be downloading multiple SDKs in order for the build process to produce multiple APKs in the ABB (Android App Bundle). I have the “Build App Bundle (Google Play)” option checked in the Unity Build Settings/Android. I believe Google now requires us to use the ABB to reduce file size. At least I couldn’t get my app accepted unless I did.

Thanks for any help you can offer. I’m new to unity and this is my first android app.
Charles