# Unity Hub — Install and Manage Unity Editor Versions for Windows PC

- **Name:** Unity Hub — Install and Manage Unity Editor Versions for Windows PC
- **Version:** 3.22.5
- **Developer:** Unity Technologies
- **License:** Freeware
- **Platform:** Windows
- **Requires:** Windows 10 / 11
- **File type:** EXE Installer
- **Size:** 184.1 MB
- **Category:** Developer Tools
- **Updated:** 2026-10-31
- **SHA-256:** c0c2040c09da024e19cfe1713b8154c624ab1ff77f21c871c95e3a09eb2c8ccd
- **Canonical page:** https://filecobra.com/app/unity-hub-pc/
- **Download page:** https://filecobra.com/download/unity-hub-pc/
- **Direct download:** https://public-cdn.cloud.unity3d.com/hub/prod/UnityHubSetup-x64.exe

> Official launcher for Windows that installs multiple Unity Editor versions side by side, manages projects and templates, adds build modules and activates your Unity licence for game development.

Unity Hub 3.22.5 is Unity Technologies' manager for the Unity Editor, not an editor itself. It installs multiple Editor versions side by side, organises projects by the version each one needs, offers starter templates, and adds modules such as Android or Windows build support to an install. A Unity account sign-in is required, and the free Personal licence applies within Unity's eligibility rules on revenue and funding.

## Inside Unity Hub: installs, modules and licences

The Hub has three jobs, and understanding them prevents most confusion. Installs is where Editor versions live: each entry shows its version number, install location and a menu to add modules or uninstall. Modules are the platform pieces, such as Android Build Support with its SDK tools, Windows Build Support, Web support, language packs and documentation, and they belong to one specific Editor version, not to the Hub in general. Projects is a registry of folders, each stamped with the Editor version it last used; opening a project in a different version triggers Unity's upgrade process, which is why the Hub warns you. Preferences holds licences, where a signed-in Personal, Plus or Pro entitlement is activated for the whole machine. The Hub also handles its own updates in the background. Nothing in these screens edits game content. Think of it as a versioned toolbox: it keeps the right spanner for each project and makes sure you are licensed to use it.

## Who Unity Hub suits — and who should start elsewhere

Unity Hub suits anyone committed to Unity itself: students following Unity courses, developers maintaining a released game on an older Editor while prototyping on a newer one, and teams whose clients specify Unity. For those users the Hub is not optional; it is the supported way to install Editors and activate licences, and its side-by-side installs genuinely prevent the classic accident of upgrading a project by opening it in the wrong version. Start elsewhere if you have not chosen an engine yet. Beginners with no Unity requirement should compare Godot, which needs no account, no licence activation and no multi-gigabyte installs, and which is free without eligibility conditions. The Hub also frustrates users on small SSDs: two Editor versions with Android and Windows modules can consume tens of gigabytes. Choose the engine first on its merits and your target platform, then accept the Hub as part of the Unity package rather than judging engines by their launchers.  Judging the launcher alone would miss that point entirely, since its value only appears when several versions and projects have to coexist safely on one machine.

## A real Unity Hub session: setting up a second Editor without breaking the first

A common real session starts with a problem: a tutorial or asset requires a newer Editor, but your current game must stay on its existing version. In the Hub you open Installs, add the newer LTS release, and tick only the Windows module to save disk space. Your old Editor stays untouched in its own folder. You then create a test project from the 3D template under the new version and confirm it opens, compiles and plays. Back in Projects, the list now shows two projects with two different version stamps, and each opens in its correct Editor without prompts. Later you add Android Build Support to the new install only, through its gear menu, and the download applies to that version alone. The session ends with a licence check in Preferences, because a Hub update signed you out once before. It is administrative work, not game development, but it is exactly the work that keeps a long project safe.

## Installation

1. **Run the Unity Hub installer and sign in** — Run UnityHubSetup-x64.exe, complete the installation, then launch the Hub and sign in with a free Unity account. Accept the Personal licence terms if you qualify under Unity's eligibility rules.
2. **Install an Editor version with modules** — In Installs > Install Editor, choose a release (prefer an LTS version for new projects) and tick the modules you need, such as Microsoft Visual Studio, Android Build Support or Windows Build Support.
3. **Create or add your first project** — Use New Project to start from a 2D or 3D template, or Add to register an existing project folder. The Hub records the Editor version for that project and opens it in the correct Editor.

## Editorial verdict

Unity Hub solves a real and expensive Unity problem: projects break or silently upgrade when opened in the wrong Editor version, and most working developers need two or three versions installed at the same time. The Hub keeps those versions side by side, shows clearly which version each project was last opened with, and lets you add Android, Windows or Web build modules to one specific install without reinstalling everything. Starter templates also get a brand new project running in minutes instead of an afternoon.

It is also an unavoidable gate standing in front of the real tool. You must sign in with a Unity account and activate a licence before any Editor will run, the Hub itself cannot edit a single scene or script, and each Editor version consumes several gigabytes before you add any modules at all. Hub updates occasionally disturb project associations, which is annoying precisely because the Hub is supposed to be the organiser you trust. Still, for Unity development on Windows there is simply no supported alternative route around it.

### Strengths

- The Hub installs several Unity Editor versions side by side and tracks exactly which version each project needs, preventing accidental upgrades that can silently break a working project.
- Modules such as Android build support, Windows build support and documentation can be added to an existing Editor install later, without downloading the entire Editor all over again.
- Project templates for 2D, 3D and other starting points create a correctly configured new project within minutes, including the packages that particular template requires for its first scene.
- Licence activation and account sign-in are handled centrally inside the Hub itself, so every installed Editor version on the machine shares the same Personal, Plus or Pro entitlement.
- The projects list shows each project's folder location, last modified date and Editor version together, making it easy to reopen exactly the right project after months away.

### Trade-offs

- A Unity account and successful sign-in are mandatory before the Hub will install or run any Editor, so there is no fully offline, account-free way to start working.
- Disk usage grows very quickly indeed because each Editor version is a multi-gigabyte download and its added build support modules consume several more gigabytes each time.
- Hub updates occasionally reshuffle saved project and version associations, forcing you to relocate a project folder manually or reassign its correct Editor version all over again.

## FAQ

**How do I install multiple versions of Unity using Unity Hub?**

Open the Hub, go to Installs and choose Install Editor, then pick a version from the official releases or the archive. Each version installs into its own folder and appears separately in the Installs list. When you open a project, the Hub uses the Editor version the project was created with, or asks you to choose. Add build modules per version from the gear menu on that install.

**How do I activate my license?**

Sign in to the Hub with your Unity account, open Preferences and go to Licenses, then choose Add or Activate. For a Personal licence, signing in and accepting the eligibility terms is usually enough. Pro and Plus users enter a serial key or sign in with the account that owns the seat. If automatic activation fails, Unity's support site offers a manual offline activation using a request file generated by the Hub.

**What are the Unity Hub and Unity Editor?**

They are two different programs. Unity Hub is the launcher and manager: it installs Editors, lists projects, adds modules and handles licences, but it cannot build a game scene. The Unity Editor is the actual development environment where you assemble scenes, write scripts and build your game. You start work through the Hub, which then opens the correct Editor version for your chosen project.

**Unity Hub launches but Editor won't open?**

First check in the Hub's Installs tab that an Editor version is fully installed and matches the version listed on your project. Then verify your licence is active under Preferences > Licenses, because an expired or unactivated licence blocks the Editor silently. Run the Editor executable directly from its install folder to see any error message. Reinstalling that Editor version from the Hub fixes most corrupted installs.

**What can you do with Unity Hub?**

You can install and remove Unity Editor versions, add platform build modules to them, create projects from templates, open and organise existing projects, and manage your licence and account. You can also set the default install location, which matters when several Editors compete for disk space. What you cannot do is edit a game: all scene editing, scripting and building happens inside the Unity Editor itself, not the Hub.

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Source: https://filecobra.com/app/unity-hub-pc/ · Mirrored from the publisher's own release channel by FileCobra. FileCobra runs no antivirus lab of its own.
