Comments (4)
Interesting, when I run Start-UnityEditor
from a non-unity project folder I essentially get the Unity Hub to open. It's an interesting bit of confusion, but this working as intended currently. If there's a unity project and you haven't passed -IgnoreProjectContext
then it launches the latest version of Unity, which Unity has changed to fall back to the Hub if installed and there's no unity project specified I believe. This gives one a quick way to get into Unity from the command line if you don't have a project available.
What might make sense though is to look at what other arguments have come in to Start-UnityEditor
and if they seem like they'd only make sense if a project is discovered/specified, then throw the error?
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Retitled as there really is no 'incorrect version' on projects without a folder.
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If I had to guesstimate, then Unity is not opening the hub either because of -batchmode
, since it already assumes that there is no UI involved. Probably good guess that -nographics
does something similar (but I have yet to test that either).
I think your additions generally make sense, it's not actively hurting (our) CI process, it's most a side-effect I have discovered while working on our CIs
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I have seen another variant of this issue recently. In our CI, when we open Unity with the intent to license it, Unity is consistently emitting a new empty project into the WorkingDirectory. I could not replicate this on my local machine. Locally, I saw what the above users mentioned, either Unity opened a cached project or if there was no cached project, the hub would open. I circumvented the issue by explicitly using the "-CreateProject" flag to create a decoy project in the build machine's Temp folder when licensing.
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