The team is supposed to be working on adding a proper package management and I have seen it being pointed out since the early stage of HUB. hence the original reason is foolish and useless at this point. But because the HUB fails miserably for many users, Unity is forced to keep the Installer around or they would loose quite a big chunk of their users in a single night. In other word, no practical reason for the user. The reason that was given why the HUB wasn't done the same way as the Installers is to reduce the stress on Unity file's server. This what is done with the Installer version and this is why almost nobody have any issues with using the Installers. The solution is actually quite simple and has been known by Unity since day 1 of the release of Beta HUB.īuild a proper package management that can locate missing package and requests packages individually from the server as well as properly caching them when something goes wrong so that it can be resumed afterward. If you're using a HDD and it takes a tiny bit of time to write the data (even at 10,000RPM), the download fails.If your anti-virus analyse anything a tad too much, the download fails.If your download speed isn't on par with the Unity server, a single package lost, the download fails.If your connection fluctuate, the download fails 1 package and it stop, the download fails.If you allow me the crack-joke, it's Fallout76-like quality made.īasically, the most broken part of it is that it's unable to hold and manage packages properly. Click to expand.The Unity HUB is basically useless for some of us because it's really badly made.
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