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Discussion in 'Unity Hub' started by Gennady, Mar 16, 2022.
The licensing bug still exists and is a big issue???
Yes, the license bug is stronger than ever, I haven't been able to open my projects for a week and support still hasn't found a solution to help me
Yes, it happen to me also. I can't activate my license on my iMac M1, but it works on my windows laptop
Okay, I have waited for about 10 days, since 25 March 2022 but no response from Unity Support Emails.
MacBookPro 15 Inch Early 2011
macOS Sierra 10.12.6
The latest version of UnityHub is not working at all only gives a black screen on my MBP and really troubles me. In the screenshot attached, any button in the dialog not even working at all, and I need to force quit UnityHub.
I download manually the Unity LTS 2019.4.37f1 (The last supported version for my 10.12) but can't open it because it requires a license only from UnityHub.
Fortunately, I have an old UnityHub install from last year, I can get the license using that, but because of auto-updates that can't be stopped from UnityHub it will updates to the latest version again and be broken again.
The licensing system also connected to the AssetStore login inside the UnityEditor and again I need to reinstall the old version of UnityHub every time I wanted to log in to AssetStore from UnityEditor which is a hassle.
When this trouble can be solved?
And did the UnityLTS release mean only for UnityEditor, not for UnityHub? it that so why not return to the old license system that didn't need UnityHub or maybe use both?
This is the only solution to a broken software which is forced on Unity users.
This is so dumb!
Just disable the auto update on Hub v2 and let us use that. Meanwhile you take your 5 year to fix this license bug.
Is the hub recommending only the Intel version of the editor a bug or by design?
I'm using an Apple Silicon machine. I think the correct behaviour should either be to have the "Recommended version" on both, OR, if it has to be on one of them, it should be on the one that is the same as the platform I am using (in this case SILICON).
Or is silicon not considered "ready" yet and as such it is not recommended?
This is a bug. The Hub team is aware and will look into it. The Apple Silicon version is recommended for Apple Silicon machines.
Do you have an ETA for this to be fixed ? This actually makes it impossible to add a Sillicon editor install from the archives (and then, makes it impossible to add modules in unity install).
@Gennady @LeonhardP sorry for the tag I want to confirm something.
For my issue, the developers in the support team can only share "Unfortunately, the problem seems the be the user's MacOS version. The minimum requirement for MacOS is 10.13"."
Help me a little bit, I read that the requirement for Unity Hub minimum is still 10.12+ and didn't change as of 27 April 2022
And the requirement for Unity 2019.4.38 minimum is still 10.12.6
Can the UnityHub Team help me with how to run Unity 2019.4.38 in MacOS 10.12.6?
And how to sign in to Asset Store from Unity 2019.4.38 in MacOS 10.12.6?
Or all the uses access in Unity must be in macOS 10.13+
Where can I get the Linux version of Unity Hub 3? The link on this page https://unity3d.com/get-unity/download goes to https://public-cdn.cloud.unity3d.com/hub/prod/UnityHub.AppImage, which is version 2
There will be no more official AppImages version of unity hub. Instruction to install the new version:
Not sure anyone mention this but how can we select platform we want to open our project on creation? I am annoyed that I need to create project in windows platform then need to switch to webgl after that. 2 step waiting just to initialize project
Do we have access to the same API's Unity Hub does? is it even possible for us to replicate the existing Hub behaviour in our own projects? I dunno why this is taking so long and why it has virtually none of the features i'd expect to see in a "hub" app, but if there's no dedicated hub team and it's just a dude on his breaks, maybe just expose the API calls to an authenticated API for packages/editors that we can use to orchestrate our own management? is there any pressing reason why Unity wants to handle this? because assigned task and motivation are absolutely not in observable parity.
stuff like, from within the hub, being able to;
* favourite projects
* designate many2many groups of projects
* being able to access our local assets list and install them into existing projects
* set pre-loaded groups of packages / assets / settings as templates without leaving the hub
* set arbitrary attributes on a project (json / jsonschema if yr feelin fancy)
These seem like really simple features, currently the hub only provides features we already had without Hub so i'm still baffled as to why you bothered, but if Unity devs are starved of resources just give us the ability to apply for an API key and we can sort it out ourselves.
Personally I see the Hub mainly as an installer for the editor versions and it does a decent job at that. And of course as a launcher (especially when you have multiple editors installed).
As for packages, why would you want to use the Hub for that and not the package manager in the editor?
Btw. there is already a favorite feature in 3.X. Click the star