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Allow specifying command line arguments?

Discussion in 'Unity Hub' started by pavelkouril, May 11, 2018.

  1. pavelkouril

    pavelkouril

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    Jul 22, 2016
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  2. mathieub

    mathieub

    Unity Technologies

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    Jun 28, 2017
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    Hi @pavelkouril ,

    Thank you for your suggestion.
    Adding a CLI to the Hub is something that comes up more and more often these days and that we're definitely considering. Be ensured that we'll discuss it with the team and evaluate where it could fit into the current Hub's roadmap.
     
    pavelkouril and starikcetin like this.
  3. pavelkouril

    pavelkouril

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    Hello @mathieub

    any progress with the command line arguments, or at least some configuration for the cache server? Not being able to specify the used cache server makes using the combination of a Hub and the server really cumbersome. :/
     
  4. mathieub

    mathieub

    Unity Technologies

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    Hello @pavelkouril,

    Thanks for you're feedback. Despite a CLI for the Hub being considered with a high priority in our backlog, we're now focusing on stabilization and a UI revamp for the next couple of weeks.

    The good news regarding the cache server is that we're definitely considering an integration (at least monitoring / configuration) into the Hub which should make things way more easy.
     
  5. Deleted User

    Deleted User

    Guest

    @mathieub Hi there,
    has been July since the last post. Any news on this yet?
     
  6. turbanov

    turbanov

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    I would like to pass command line arguments to Unity via Hub.
     
  7. spacefrog

    spacefrog

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    Jun 14, 2009
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    A hub without the ability to pass individual Unity version's commandline parameters makes it pretty unusable
    I don't understand why this is not pushed up in priority ?
    Just was bitten by this, as the Unity Hub launched my unity project without the correct cacheserver configuration, meaning a >4h import pass for nothing ( which i killed of course )
     
  8. mathieub

    mathieub

    Unity Technologies

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    Jun 28, 2017
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    Hi there,

    We understand your legit frustrations regarding the missing CLI feature. We're still in the phase of finalizing Hub v2.

    In the meantime, since my last message, some initiatives have bumped on top of our backlog shoving our initial roadmap . Though, as soon as Hub V2 has been finalized, CLI stay the next priority !

    Thank you all for your patience.
     
  9. DanielTG

    DanielTG

    Unity Technologies

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    Feb 15, 2018
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    To add to @mathieub feedback, we're looking at both Hub CLI (e.g. for all Hub operations) but also independently the ability to pass on CLI argument to the Editor (via a UI for example).

    For the Editor CLI side, we've heard requests on two levels. Global CLI arguments that you will always needs for given Editor release (e.g. a constant value set for 2018.3) , and project specific Editor CLI (e.g. Project X will alway load the Editor with a specific CLI argument).

    It would be great to get more feedback and use cases on how you (the Hub users) would like to leverage this)

    Thanks,
    Daniel
     
  10. Deleted User

    Deleted User

    Guest

    My main concern is running one instance of a cache server per Unity instance. I am working on a multi-platform experience. Switching platforms is already slower than just using a versioning system to push changes back and forth. But since it's quite error prone which Unity version will be the one to get a hold on the started cache server makes building for all platforms at once a time consuming difference of at least half an hour, depending on hooked to the cache server or reimporting everything again caused by platform switching when building.
     
  11. Claytonious

    Claytonious

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    Did this ever move forward?
     
  12. joeksy

    joeksy

    Unity Technologies

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    Yes, this is moving forward.
    We are hoping for July/August
     
    Deleted User and Claytonious like this.
  13. nsxdavid

    nsxdavid

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    Apr 6, 2009
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    @joeksy

    I need to send command line args to Unity, and I'm fine with bypassing the hub to do this for now... but when I run Unity.exe directly, it forks back to the Unity Hub and the command line args are lost. How do I get around this?
     
  14. joeksy

    joeksy

    Unity Technologies

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    Jan 12, 2017
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    Currently, to bypass the Hub using command line, the Unity Editor needs to open in a project.
    Use `-createProject <pathname>` to create or `-projectPath <pathname>` to open project directly in the Editor.

    You may directly set argument in Hub starting from Hub v2.1, current ETA is August
     
  15. r137

    r137

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    Mar 12, 2018
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    is there any update on this?