Unity3d Install

0 views
Skip to first unread message

Prisc Chandola

unread,
Aug 5, 2024, 5:56:48 AM8/5/24
to smaroconex
NoteUnity supports Apple Silicon machines (M1 machines), and you can install Apple Silicon Unity Editors through the Unity Hub. For more information, go to the Installing the native Apple silicon Editor forum page. Additionally, Unity will no longer support Windows 7 after the 2023.1 release. Unity recommends upgrading to a supported operating system for the 2023.1 release.

Note: When you launch the Unity Hub for the first time, it might prompt you to give it access to some of your file system locations or allow its connections through the firewall. Accept those requests to help the Unity Hub access your projects and Editor installations and to give it the ability to fetch resources from cloud servers.


Download and install the Unity Editor from the Unity download page.The installer uses a Download Assistant and has detailed instructions to follow. If you want to download the Unity Editor using a torrent or install several versions of Unity at once, see Torrent Download, below.


If you prefer, you can download and install all of the components separately, without using the Download Assistant. The components are normal installer executable programs and packages, so you may find it simpler, especially if you are a new Unity user, to use the Download Assistant. Some users, such as those wishing to automate deployment of Unity in an organization, may prefer to install from the command line.


The installer on a Mac creates a folder called Unity, and overwrite any existing folder with this name - however, if you rename the folder to something else before installing another versions, then both versions can exist on the same computer without problems.


We strongly recommend that if you rename a Unity folder, you choose the new folder name logically (for example, add the version number to the end of the name). Note that any existing shortcuts, aliases and links to the offline docs may no longer point to the old version of Unity. This can be particularly confusing with the offline docs; if you suddenly find that browser bookmarks to the offline docs no longer work, then check that they have the right folder name in the URL.


The last .deb version was actually Unity 2017.2.1f1. After that all the other version came in as .sha extension. .deb version actually automatically installs all the required dependencies. But now you have to install the dependencies on your own first.


I'm currently unable to access Plastic in the Unity editor even though we have a paid license. We can manage our repositories and workspaces through the Plastic GUI on Mac and Windows without issues, but all machines see the same error and warning in Unity.


I see the same issue with new or existing projects. When trying to change settings in the Editor Settings window inside Unity, the only options I have are Mode and Log Level. If I press the Connect button, the Status changes from Disconnected to Connected and then immediately back to Disconnected. The error message displayed below that is:


... okay, and PlasticSCMUnityPlugin.exe is located in c:\Program Files\PlasticSCM5\client on my machine. If I add that to my PATH environment variable, I can now make Unity talk to my local Plastic server!


It is possible to install Plastic without adding c:\Program Files\PlasticSCM5\client to the PATH variable -- I don't recall what the installer looks like, but it probably asks me whether or not I want to add things to the PATH? The Unity integration on the other hand, assumes that I have added these things to the PATH and will not work otherwise.


When there is a mismatch in #1 (i.e. Plastic SCM installed but client tools not on PATH) then the error message just tells me that "PlasticSCM is not installed" but doesn't say anything about how this was determined. A message informing me that PlasticSCMUnityPlugin.exe was not found on PATH would have cut an hour's worth of troubleshooting here.


Thanks for the response. I have uninstalled and reinstalled Plastic SCM Cloud edition. You are correct, the installer does not ask me whether or not I want to add the client & server directories to PATH. Also, this time I do have the client & server directories added to the beginning of PATH. I must have manually removed the PATH entries some time during the previous two weeks, and forgotten about it. Apologies.


I am new to Linux/Arch/Manjaro scene. I would like to install Unity3D and VS Code, I have done it before on Ubuntu using menulibre to get it to show up in my applications menu. Is there a better way to do with without menulibre?


My company has several application programmers and about a dozen content producer that use Unity3D for designing iOS application and content for those applications. This means that they need to have the Unity IDE installed and maintained on their systems.


My users don't have admin access, and Unity puts out patches weekly that have to be deployed. More annoying is their update requires you download a download agent every week and select which modules you want, and it does a fresh install every time.


Has anyone found a way to manage this through scripts or self service? I have been unable to figure anything out besides downloading and installing it every week onto a VM and using Composer to make a new package. This is very time consuming though.


One thing that can make it a little bit easier.

If you run the download application on a machine all the way through to the end but don't quit it there will be folder in Downloads that contains all the PKG files it pulled down and an INI file describing them.

The moment you quit the Installer they are all deleted, but you can copy them out before this.

You can use these to create an install process without using Composer etc... The INI file appears to list the packages in the order they are to be installed and even has the PKG name as well.

I just pushed all the PKGs down in a DMG and then had a script read the names out of the INI and install them in order.

I'll find it for you when I am back in the office.


Has anyone seen how to automate the last mile of installation (aka user account login and serialization) for macOS? I know people have been asking for this feature so it's something they'll likely release at some point, but the most I found was batch file activations and that was for Windows clients...If anyone has figured this out I would love to hear their solution.


There is a "silent serialization" script that works great when you run it thru ARD, but for the life of me I cannot get it to work in Casper. I even modified it so that it runs as the currently logged-in user (the user running the script has to own a GUI session, so you can't run it as root). If anyone else has solved this problem, I'd really appreciate hearing about it. I do not want to use the "at login" trigger because they're never reliable.


Not sure if this will help.

I done some testing with Unity2018.1.2f1 (with an educational license) As described by the user "Look" above, if you attempt an install it (I generally specify an external USB drive as the destination) and while it is downloading the pkg files to the downloads folder, copy them out to an alternative location, then kill the installation. Once you have have obtained all packages, i then use a program called packages, add them to the destination of /private/tmp/, then run a post script to install the packages.

for example:


Bring both packages into JAMF, with the first package set at a priority of 10, and the licensing part with a priority of 11, throw it into a policy and point it at a group of computers that dont have unity installed.


if you run the command above using ARD, it generally returns a null error, hence i have thrown in the " :" at the end so that it returns true anyway. If you run this from JAMF (even without a user logged in at the time), it will create the Unity_lic.ulf file in /Library/Application Support/Unity.


One thing i noticed, If you have the machine bound to AD and a standard network user were to log on and launch Unity, they then become the owner of the Unity_lic.ulf file above, so in theory, they can delete this license file without being prompted for admin credentials. If they do, then the next user that logs in wont be able to launch Unity until it is activated again, so you may want to copy the .ulf file somewhere else when it is created and then script it so it is copied back to its original location upon logout. Havent tested that bit yet!!


It appears the 2018 version when opened created an empty license file in /Library/Application Support/Unity - I just had to add a line in the batch file to license to remove this file - and it all worked.


I have been testing the latest update to Unity (2019.1.10) that apparently needs the Unity Hub to function. I was able to script the removal of all the old settings and files and package and install the new Unity Hub correctly. Where I am having issues is with licensing. As @RussellCollis mentioned above, it doesn't appear that Unity Hub uses the same licensing structure as the older version did before.


Has anyone been able to get Unity 2019.1.10 (in Unity Hub) running with a personal license? I'm aiming for students to be able to skip logging in and just create projects like they used be able to in previous versions.


Then include the unity app within the package just putting it into applications as normal - then using a second pkg to license the app - this was done with educational, but did seem to work in testing..


That def doesn't seem to work anymore when I run that command in terminal I just get not such file or directory...support just keeps hitting me with the canned responses referring to the documentation out there already. I will let you know if they give me anything more. We are using an EDU license but still running into the same issues!


Even if you manage to activate it (whic I have a working automated method for) it then creates the licence file as that user with other users only having read access to it. If you then set 777 on this file and login with a different user it deletes the file and then creates a new one again with ownership set to that user and everyone else read only. The knock on effect of this is that every other user will get a box come up asking for administrator permissions to change Unity Hub when they open Unity.

3a8082e126
Reply all
Reply to author
Forward
0 new messages