Unity Hub Feedback

  • No option to choose install location - Forcibly installed to C-drive. I have a different drive for work (with all the different Unity versions installed, and so on).

  • Didn’t recognize existing Unity ID authorization on this computer, although all the actual Unity editors work just fine. After re-authorizing, does Hub “eat” one of the two allowed installs?

  • Wouldn’t detect automatically any of Unity versions I had already installed (~20 of them).

  • When manually adding Unity versions, it mistakenly detected the actual versions. For example, I added Unity 5.6.5f1 and it was detected as 5.6.0b1 when showing up in the Installs-list. Because of this, the Hub won’t actually open the projects which need that particular Unity version. I guess this is because I have originally installed 5.6.0b1 and many other 5.6.x versions over it, letting the installer always uninstall the previous one. That way removed versions still tend to show up in the Windows Programs and Features -list, so probably something is always left in the registry of those earlier versions and Hub will end up seeing the original version installed. All of those 5.6.x installs have shared same install folder, so that I can have static shortcuts pinned to start menu which point to “Unity 5.6” or “2017.2” regardless of what are the exact versions.

  • Unity Hub seems quite heavy application for what it is. I tend to be rather picky about what’s running in the background, especially if they keep eating more memory than a few MB and/or using CPU. Some findings here:

  • After closing the application, it leaves two processes open (about 120 MB of memory, growing each time opening & closing Hub). Having the processes there didn’t seem to make it exceptionally fast to startup, if that is the intention. Opening Hub will open yet another process.

  • One of the two background processes keeps eating CPU a bit all the time, spiking a bit occasionally. Not a lot, but enough to notice.

  • Probably a big reason is that the app seems to be made by embedding chromium/node and whatnot. I wish not so many apps would use that model, especially for cases where the software is kept open all the time. To have a bad & good examples for a reference: compare memory&CPU usage of Slack and Telegram (on Desktop windows). Slack has internally the same chromium/node stuff, and can grow up to huge amounts of memory (over 1GB), and is often quite slow when using it. Telegram Desktop is lightweight, has similar functionality (rich enough), and uses only 50-60 MB of memory.

  • I guess it’d be huge change to fix everything I listed in above points. So, at the very minimum, I request you add an option that Unity Hub will never run in the background once it’s closed.

So far I have habit of including Unity version in name of the project folder, so that it’s rather easy to pick up right Unity shortcut and then select the project. A launcher like Unity Hub would be a replacement for that way of working. But so that one would actually use it, it needs to be lightweight enough so that opening doesn’t feel like a chore (or running it doesn’t feel like waste of resources, if it’s in the background).

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Hello, thank you for your feedback! It’s always appreciated!
For the install location choice, we are working on adding this feature. It should be available sooner than later!
The automatic detection feature is part of our backlog.
We’ll look into that strange behaviour you get from locating a version, thank you.
We will also work on improving the size and, hopefully, performance of the app in general. However, since it is in the tray menu, closing it does not actually close it entirely. To fully quit the app, you can right-click on the tray menu icon and select ‘quit’.

Once again, thank you for your comments!

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Hi,
Below are some of the feedback after using Unity Hub for a week:

  • The application is very processor heavy.
  • Opening a project using unity versions less than or equal to 2017.3.0f3 doesn’t create any problem, but when creating a new project or opening an existing project for the first time for 2018.1.0b4 version, the UnityEditor crashes every time and a window with “Debug program” and “Close Program” buttons shows. But after the first time, it opens any 2018.1.0b4 version project smoothly. This bug happens every time even after restarting or using only Unity Hub application overall.
  • The listing of projects is very random and their sorting changes every time a project is closed or opened. It should w.r.t to Modified Date. This is a very major bug for a small feature.
  • Opening any 3D, Highend or Lightweight project takes a very long time via Unity Hub but takes very less time using the particular Unity Standalone applications. Also, when using these templates, there are many Shader / Graphics pipeline errors that are displayed in the console and no Shader Graph module is available until Unity Package manager’s manifest.json file is edited.
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Would be nice if Unity instances would stack like tabs on Chrome. The Hub is nice but in the end it adds a new icon on my taskbar, which already has 5.6.5, 2017.3 and 2018.1 + my 14 other apps.

Hi,

  • Lack of very important feature for corporate sector - proxy settings. We cannot use it because we need to specify proxy settings for Unity Hub. One possibility to setup proxy rules but we need to know all ip addresses for all services and if something changes it is always pain in the neck.

P.S. We also have problem with package manager for Unity 2018 because it constantly generate new ip addresses and we cannot setup rules for proxy.

Thanks for the feedback. Noted. I will add them to our issue list.

Thank you for your feedback. Just to make sure I understood your comment, do you want hub a web application?

I noted your request for the proxy. For the 2018 issue with the ip addresses, I suggest to post a new thread for editor team

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I second this complaint. My C drive is a low capacity M.2, I do not have enough room to install the 2 dozen Unity installs that I usually have on hand. Not being able to select my D:/ or E:/ is a deal breaker.

This is the most request feature for the hub, and it is on top of our todo list. Stay tuned for updates

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No. I want to be able to use several versions of Unity stacked on the same icon on my taskbar. I don’t know if it is possible, but anyway right now the Hub just adds a new icon to the task bar and that is annoying.

Please add a tab with patch releases.

An installation destination chooser would be awesome, and so would a tab for patch releases. Currently I need to install a patch release manually, then if I want it in the Unity Hub hierarchy I need to create a directory there, then manually copy the bits from the main Unity directory, and then finally manually add the installation in the hub. All those extra steps makes using the hub more tedious than not… otherwise I think it’s a really cool concept.

Also, I noticed that 2018.1.0b7 just dropped… but does not show up in my hub. I’ll assume that I need to quit and relaunch the hub to see it, but am in the middle of a lighting bake in a Unity version launched with the hub. Is the hub launcher completely independent and safe to quit/relaunch without affecting the Unity Editor app?

I will follow up with other teams to see how we can achieve this.

Thank you for your feedback. We are currently working on a destination chooser as it is the most requested feature by our beta users. Stay tuned for the updates.
Regarding the patch releases, there is discussion here: https://discussions.unity.com/t/689886
Regarding the updates, currently, we are checking for new releases every 24hrs and at the Hub startup. It is not perfect, and we consider a better way to inform hub application that there is a new update. (Both for editor and the hub itself)
Regarding, the last question, if you close the hub while having an editor opened by the hub, the editor will show an error message on the console, and continue to work normally. However, project and license management will fallback to the launcher window since the hub connection is lost

Thank you for your feedback.
Regarding the patch releases, there is discussion here: https://discussions.unity.com/t/689886

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Thanks for the reply. Once my bake finished I gave that a try and saw the error. It didn’t seem to work, though, after relaunching the hub (without quitting the 2017.2.1p4 editor session), the b7 installation failed. Exiting both and then restarting, b7 installed without a hitch. The uninstaller also appeared to work smoothly too, I like that feature a lot as well.

This is my #1 complaint right now. I install Unity on a drive other than C:, and that makes Unity Hub entirely useless to me.

Second asethi’s comments items 3 and 4. And add one more. When I open a project from Unity (with Hub running), instead of opening the project in the same Unity instance (which is my intent and the behavior before Hub), it now opens a new instance of Unity with the selected project.

When connected to the network, but without internet (our local provider is on vacation or something, router internet connection is down), the HUB is not able to open either “Learn” or “Installs”. The major problem here is that opening a project is also not possible because it complains about finding no installed version at all. Switching on “Flight Mode” shows the small notification bar with the missing internet information after a couple of seconds and everything works again.