Can bypass by opening from scene file directly and deleting 2019 versions of engine
thanks for response, I tried opening direct scene file but it tried to open unity editor and unity hub at a same time.
Issue is with unity hub 2.2 i downgraded the version and it worked fine. https://web.archive.org/web/20190417030730/https://public-cdn.cloud.unity3d.com/hub/prod/UnityHubSetup.dmg
2.2.0 has no problem with proxy.
2.2.1 has problem with proxy…
My college find the 2.0.2 installer.
And I install it then everything works fine now.
Thanks
Nice, is that for mac then?
@ team, I’d like to see archived versions of the hub provided to help circumvent this issue. Is everyone on vacation or something?
[FIX] : Install an older version of the hub from a rando web archive
Here is 2.0.4 and it works for me Wayback Machine
Also, I received a tracking response from Unity.
Please vote on resolving this issue Unity Issue Tracker - "The value of \"byteLength\" is out of range" error is thrown in the Hub logs
I’m pretty late to the party but is there a way I can buy an asset without this stupid hub? There have been times where we were sharing a project file and it keeps saying that we were using different versions of the same version. The hub is useless to be honest. If they wanted to move more things way from the editor then they could simply still allow people to sign in and purchase but let us decide what we don’t want in it upon installation or even uninstall additional features.
This is a terrible push to ‘iPhone’ people into product recognition at the expense of our patience, workflow, and precious time.
I love Unity but, damn, does Hub suck balls.
I don’t understand the issue. I think the hub is great. Being able to manage all my projects and different version installs, as well as all of the additional features of them and having them automatically download and install in just a click, and only having to deal with one login (barely ever) as opposed to having to login to each version, is great.
- When I open 2018.3 it shows files for all versions of Unity that it can see.
- It also shows which version all files were made in.
Unity already does what the hub supposedly does except the hub forces you to use it by restricting asset store access if you don’t have it installed on the newer versions of Unity. Growing up in an era where bloatware was a bad thing and spam was unwanted, this add on program is a nuisance at best and a headache for people who just want to use one version and also import assets. There are a few people I’ve run into who are just buying from developer stores (some in protest) because of this shoehorning.
UnityHub is an always on always online (or often online (every time you’re deauthenticated, download an asset, switch editors etc)) service that monitors where you are and god knows what about what you’re running, never closing itself. Everyone thinks that’s fine. Cool. It’s an amazing platform. Think only happy thoughts. Great. Not here to argue with them. But Unity, why doesn’t it work through VPNs? Many people have no choice but to be on networks on a VPN.
At 2 of my universities no students can download the Unity Hub or Unity or dl anything through the unity hub, OR EVEN LOG INTO UNITY, because it won’t work if you’re (or your uni is / must be) on a VPN. In addition to classes involving unity, there are game jams with 1000+ participants from all over, where they have to go home to download unity or just to log in. And this is in a western 1st world country.
I “understand” that you want to be able to track us as orwellianly as possible (just on the unity download page there’s facebook’s shadowprofile evercookie, eloqua, and hotjar, in addition to google analytics (-which should be enough)), but hey at least still provide the damn service!
PS: Last year we were at a giant game jam, and a Unity representative was like “Just for you, you can now download these awesome AAA asset packs (which had compilation errors) FOR FREE, put by Unity on the asset store and normally cost so much AAA moneys!” Except nobody could download any assets on campus
VPN is very popular these days and in some countries it’s almost mandatory. I didn’t know it went that far, but I will be using a VPN so I will stick to a workaround for now.
Yeah, sadly - no.
e.g. 2019 can’t open projects any more. Literally: can’t run the editor standalone. If you try, the application quits itself (!) and force-opens the Hub.
I have literaly tens of projects (ignore my game projects, just look at asset-store asset development: Unity requires us to have typically 10 copies of every project if you’re maintaining an asset) and it makes my life actively harder every time I have to open something through the hub. The Hub is a terrible failure of design for anyone except people with tiny numbers of projects and very simple needs - it doesn’t even handle Editor installs correctly (it’s been several years and this is still fundamentally broken. The hub forces you to actually delete/uninstall 5-10GB of all the Editor you already had, and then re-download and install it all. That is not a benefit to anyone).
That was absolutely fine when it was an optional gimmick for people with simple needs, and everyone else - advanced users, etc - who were extremely happy and confident with UnityEditor and maintaining multiple versions - could carry on working effectively. Now … they can’t.
This is where a lot of “Hub Hate” comes from: Unity took something that worked perfectly, and then blocked it - which comes across as petty and malicious every time it gets in the way of doing actual work.
Hi,
I would like to note it is still possible to operate the Unity Editor directly using the command line without the Hub.
One of the non-noticeable advantages of the Hub is to move the bytes outside of the Editor, reducing the space the redundant launcher integrated eat up with each of the Editor.
We would like to hear more over the exact UX issue with the Hub in comparison to the phased out launcher.
Might be optional, but you will find that unity 19x is restricted and requires the hub - see attached image, which invoked when I tried up update my assets for an imported project upgrade from 18X.
This is not good. In my 30 years as a mission critical apps/system programmer, when a system needs to marshal the programmer tools its a yellow flag.
This is usually because of flaws such as the terrible android studio dev environments, where its constantly updating in the background to the point your system starts crawling and you have to reboot.
I routinely have multiple dev environments running, 3 visual studios 2 or three android studios, visual studio code b/c when you get to real multiple project systems that’s the way your going to end up coding.
So yet again “fighting the tools” is going to become part of the project
Dave Carlson
Valencia, Ca.
And when you find out that you can load unity without the hub, get ready because you’ll find that some options pop up a dialog requiring the hub anyway.
What do you mean by this? (last couple of times I tried, you quickly run into places where the Editor self-quits and forces you to use the Hub).
Perhaps you could explain to us how - share a link, point to the docs, etc? (docs can’t be found by googling - any search results that might help are drowned by the mass of complaints against the Hub)
Post-hub, each version of Unity uses about 10GB (this is a typical minimal install - I believe the full install is something like 25-40GB?). Since Unity requires us to keep every major version installed at once (at minimum! e.g. for 2019.3 we have to store many of the minor versions too, because 2019.3.x keeps breaking core functionality that worked in previous point releases), I have most of a 1TB hard disk set asided just for the Unity Editor installs. This isn’t optional, so I feel confident in calling it standard practice by now.
How much is the Hub “reducing the space” usage here? The “redundant launcher” seems to me it would be less than a fraction of a fraction of a percent of space. It’s hard to see how that’s an “advantage”.
I’ve been using Unity since version 3 (10 years now) and there’s only two minor things in Hub that are a feature or functionality improvement over what we already had - and those are nice to have! - but everything else is a downgrade. To lose a useful, working, efficient tool in favour of an inefficient, less useful, harder to use tool … just to get two tiny features (that were easy enough to do by hand) … is a massive loss.
Any question that asks for “one” issue and characterises it as a “UX issue” is missing the point: it’s the entire app - it’s a lower-quality, slower, harder to use downgrade of what we had before. That’s fine if it’s optional: junior developers and people with simple needs should use it as the “beginner” version of Unity. Everyone else needs a lot more: starting with “what we already had that worked”.
I know no-one at Unity cares about this, but to give a small flavour of how annoying and unwanted the Hub is … here’s off the top of my head things I’ve experienced in the past few weeks alone:
- It’s slooooooow. Every time I click to open it I have to wait 5 seconds or so for it to redraw - you can even see it flash it’s own window white then grey, as it gradually draws the Window, then gradually loads its own data. This would be fine for an optional app we rarely run - but for the app that BLOCKS us from using the Editor, it’s not acceptable. For the previous decade, you just clicked on your Desktop, or Start>Run, but Unity doesn’t allow anyone to do that now, you force us to wait for the Hub. (The Editor startup is annoyingly badly designed and slow too - but I’d rather Unity staff spent time fixing that … than making a new Hub app that now also needs fixing because it’s made things even worse).
- The hub installs each Unity instance in a place of its choice (you can choose the parent folder, but not the Unity folder). As far as I can tell … you cannot change this later (it broke the hub last time I tried, it would be nice to hear this is now fixed, but given how much of the Hub has bugs for basic stuff like this I’m assuming it’s not fixed, and I’m not going through that pain again to find out)
- When “adding” installs, the hub forgets the folder you told it to use for installs, and everytime the dialog is opened, you have to manually navigate back to it again. (Super basic, super easy to fix, but also: basic feature of Windows apps for the last 30 years, shouldn’t have slipped through original code design)
- The hub is incompatible with the Editor installer - if you install Unity, the Hub refuses to let you use that version of the Editor ever again for anything except opening projects (Hub refuses to add/remove plugins etc. This is a major problem if/when Unity teams decide to delete the Editor-side config for add-ons - Android in particular: it can’t be managed from the Editor any more, only from the hub … but the Hub refuses to manage it … so you have to delete the entire Editor and re-install from scratch via the Hub)
- Hub “force upgrades” itself: this is infuriating. The whole point of versions is so that the developer decides when - and if! - they can afford the risk of Unity introducing regression bugs. It’s a basic rule of professional development: manage your tool versions, never upgrade without testing first (and reading the upgrade/release notes in detail). For Unity to decide to randomly overwrite a working Hub install with a potentially non-working one (has happened, continues to happen) is completely unacceptable … especially since it now locks us out of the Editor! (workaround: firewall and sandbox the Hub as if it were malware … lock it down so that Unity can’t do this irresponsible stuff)
- The Hub has zero sorting/management/categorization/etc of projects - and it ignores the hard-disk management of projects. Everything here worked, for 10+ years, until the Hub came along and broke it all. Great if you’re a newbie programmer with only MyFirstProject in the Hub - but a nightmare if you do any sigificant amount of work with Unity.
…etc. If I had to sit down and spend a day working with the Hub I’m sure I’d run into many more. I do what I can to avoid using it as much as possible.
The sad thing is: when it works (not crashing, not giving bizarre error messages that you have to keep retrying and hoping for an emergency auto-update to fix) … it has some nice visual design, and it has a nice feature that you can see which version of Unity last opened each project. But these don’t make up for all the things it makes worse.