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Feedback Destroy the Package Manager, please

Discussion in 'Cinemachine' started by Unifikation, Apr 8, 2023.

  1. Unifikation

    Unifikation

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    It's just overridden my custom version of Cinemachine.

    Thanks. I'll lose another day figuring out how to restore.

    wonderful.

    Please be like Tron, fight for the users.
     
  2. marc_tanenbaum

    marc_tanenbaum

    Unity Technologies

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    Can you be a little more specific about what happened, ideally including specific steps that led to the problem? I'd like to relay the feedback to the PackMan team so they can look into what caused this and ensure there are safeguards against it.

    I hope you're using version control so that you can restore your customizations easily!
     
  3. Unifikation

    Unifikation

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    Thank you, I've got everything triple backed up, and then more.

    Been using Unity long enough to know to do that ;)

    Am migrating across to an M2. Through the worker version first, 2019.LTS... and make sure everything works after transporting across (zip files, cause I'm old school) and then upgrading to 2022.2.13

    During the port across to M2 and opening in 2019.LTS, sometimes the Package Manager decides it needs to be the boss, and ignores the existing custom versions of Cinemachine inside the Project... and loads in a new version.

    I've discovered that I have to turn off the internet to prevent this.
     
  4. marc_tanenbaum

    marc_tanenbaum

    Unity Technologies

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    Thanks for the added info.

    Question: can you explain to me the process by which you modified CM? I.e., I believe the "correct" way would be to copy the package source into the Packages folder and then remove the Cinemachine reference from the
    manifest.json
    (see this item in Answers). This should make it impossible for the Package Manager to override your changes, since from its point of view the code is no longer "true" Cinemachine, simply a bunch of custom code.

    I just did this and it looks like my Cinemachine package is now marked
    custom.


    Does that help at all? If you've already done all this and it hasn't helped, I'll report the issue on to the team.
     

    Attached Files:

  5. Unifikation

    Unifikation

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    The customisations were done on a Packages created folder, renamed Cinemachine, as per wonderful instructions from the Master of Forum Assistance, Gregory. In 3 projects this auto "reversion" of CM was the only problem, halted by the internet off trick, and then saved, and then reload the project, no further problems, other than what looks like dynamic shader compilation in Play Mode when moving up to 2022.2.13:

    https://forum.unity.com/threads/compiling-during-play-mode-in-2022-2-13-make-it-stop-how.1422732/

    2 other projects (they're all modular parts of a larger hole) is crashing 2019.LTS on m2, and never fully opens, no matter what I do. I think that once I find ways around the crashing of Unity, the CM Package Manager issue will strike again, at which point I'll check the manifest and see if that works like turning off internet connection.
     
  6. marc_tanenbaum

    marc_tanenbaum

    Unity Technologies

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    The dev says he's not quite clear on your approach. Could we get our hands on your Editor.log and upm.log files of a session where this problem occurs? He also says:



    Interested to help ID this if we can. PackMan shouldn't have the problem you describe, so it'd be great to nail this down.
     
  7. Unifikation

    Unifikation

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    Sorry for late update. I used LittleSnitch to completely block Package Manager from the internet, and got on with working, and found ways to get rid of the Hub. If I ever have to move over another project I'll pay more attention to what I have to do when it goes haywire.