After closing the Unity project, the Unity Hub comes to the forefront and the Projects screen comes up again. This triggers a misclick and it opens it again.
I’m closing Unity because I don’t need it anymore, so why is it trying to get me to open Unity again? This behavior is really annoying.
Of course I’ve sent it to the Unity Hub feedbak, but it never seems to get resolved.
Do they think this behavior is very useful?
I suspect the majority of people don’t, but am I the only one who feels this way?
I don’t use it. I think it can be useful when installing dependencies for Android etc but they should have it as a helper utility that we only run when necessary. Having an application to run an application is bad design and a sign of bloatware.
I’ve also never had that happen to me. If the Hub is in the tray, it stays in the tray. Perhaps you have some autohotkey script running that causes this? Or maybe there is a setting in the Hub? I know there’s the setting “close Hub after opening project” so maybe the reverse exists too.
But we’re not talking about running a single application, but potentially numerous editor versions. The Hub is there to manage these installs, let’s us easily add modules, and (somewhat faulty) provides us with a list of recent projects. All of this is a bonus, and also commonplace.
I would agree if you meant to shun the same thing that exists for Riders, that Jetbrains utility which Jetbrains keeps nagging me to install it - but to what end? I only ever use their Rider software, and there’s no need to install multiple versions of it, and the IDE itself used to be able to notify me of available updates. But since last year they actually removed that auto-update checking from the IDE in favor to push their utility tool.
Not for me. I miss the old days when we started Unity and it instantly loaded the last project we worked on. But I admit it could sometimes be a problem if the project was faulty in some way. Especially if it caused Unity to crash.
We can still do that.
It may require creating a batch file or a shortcut and editing that to add a command line parameter though. The problem with the shortcut approach was always that there was one generic Unity icon in the taskbar linking to THE project. Then there was two, three, four and all were for different projects, tests, experiments, prototypes, previous versions … but now which was which in this list of slightly different Unity icons? This sort of thing just didn’t scale well and we’re mostly working on more than one project at any given time.
But with “commonplace” I meant software in general, not commonplace among Unity users (which is also true, rarely does anyone not use the Hub these days). Take the Adobe Suite for instance, there’s plenty more like it like Office suites.
I kinda miss it too, the old icon on a desktop, click, but, I do think as a general idea the hub, now you can see before you open the project if there is a newer version, and it download and install it, you can have it add modules, you can keep track of your projects and which version and targets you have… is useful for many Im sure.
Unity Hub is like the store assistant that comes up the moment you enter a store and asks if they can help you. You say “no thank you” but really you’re thinking “Piss off! I would ask if I needed help!”.
But who knows, perhaps some people like it when the store assistant approaches them as they walk through the door…
And don’t get me started on the package manager that insists on installing a ton of crap that I don’t want and have to spend 5 minutes removing at the start of every new project. grrr…
I feel like one of those have you heard of the word of the <insert some religious peoples> guy
Have you heard of the unitylauncherpro? it kinda does what hub does for a most part, but, you can have it load a minimal project, and actually have it start with certain packages, install certain packages such as rewired or your own blend of libraries and bits, make folders, whatever… so you’re all set.
Note that the Hub doen’t install packages, those “templates” you load are just projects that already contain a fixed set of packages, the hub has nothing to do with it but I certainly do agree in that doing the kind of dev I do, I don’t want all those packages and I don’t like removing them. I guess they’re a balance of things that are most commonly used but they’re never going to be a perfect load-out.
Something I often use when I want a new project is to create a project folder and a sub-folder of “Assets” then just open that folder as a project and you get a new shiny project with no/few packages that opens quickly.
Go to “Preferences > General” and check “Load Previous Project on Startup”. Again, something I use all the time.
As to the OP: I’ve not experienced that behaviour from the hub and I’m not aware of it doing that if it’s in the tray in Windows (where I use it).
One of the things that frustrated me was when they introduced hub, and the templates, Im sure there was a plan to make it so you could make your own, and in fact somewhere there is a thing on how to make your own, however, i found a bug in it, and when logging it, unity said you arent supposed to make your own and closed it as not doing.
its a shame because much like the unitylauncherpro, the idea of packing a minimal project or, minimal with your tools already loaded is a great idea…
my biggest bug bear with the hub is every time i go to install a version of unity it wants me to put vs community on. I DONT NEED IT… cheers, now go do one.
AFAIK that was removed (or something like it detects VS) in later versions of Unity and I too didn’t like that. It should no longer be checked by default. I’m not sure what Unity version it stopped in though.
I might be wrong in that though but I’m sure I saw someone mention it internally.
Today I tried this in 6000.0.41f1 and got the “multiplayer center” package added which surprised me as normally there’s no packages. I just pinged that team asking why that’s added by default. At least it’s super quick to remove unlike some of the packages which are huge.
Now this is on my mind, I’m going to add a suggestion to the hub team that creating an empty project is supported because the Hub could easily create an empty folder with an empty assets and load that.