Files
Unlucky-Launcher/packaging/release-notes.md
T
AskaEth 3bc6d76b84 docs(readme,release-notes): M136 缺 client id 的对外文案改成现行行为
M132 之后界面已经直接说「微软登录未配置 + 要设 ULL_MSA_CLIENT_ID」并刻意不给重试按钮,
而 README / README.zh-CN / release-notes 还写着「只会弹通用登录失败 + Code: other」——
那是修前行为。三处改成:标题/正文/Code: msa_not_configured/无重试,并保留「其余失败
仍只给分类文案 + 码,原文只进日志」这半句(那是真的,也是有意的)。
2026-11-05 20:10:10 +08:00

6.1 KiB

Unlucky Launcher {{VERSION}}

Rust-native single-file Minecraft launcher: iced 0.14 + Material 3 Expressive UI, built-in AI agent (chat / setting edits / crash diagnosis) and an MCP server other agent tools can attach to. No WebView, no bundled runtime, no JRE download needed to start the launcher itself.

Downloads

Asset names are <name>_<version>_<platform>_<arch>, underscore separated — the rule packaging/make_artifacts.py::asset_stem() applies:

Platform Asset Notes
Windows 10/11 x64 unlucky-launcher_{{VERSION}}_windows_x64.exe single exe, double-click to run
Windows 11 ARM64 unlucky-launcher_{{VERSION}}_windows_arm64.exe single exe, runs natively on ARM64 Windows
Linux x64 (X11/Wayland) unlucky-launcher_{{VERSION}}_linux_x64.tar.gz single binary inside, no installer
Linux arm64 (X11/Wayland) unlucky-launcher_{{VERSION}}_linux_arm64.tar.gz single binary inside; needs glibc 2.35+
macOS 12+ Apple Silicon unlucky-launcher_{{VERSION}}_macos_arm64.tar.gz single binary inside, no installer
macOS 12+ Intel unlucky-launcher_{{VERSION}}_macos_x64.tar.gz single binary inside, no installer

Each archive unpacks to one top-level directory of the same name holding the binary plus LICENSE, NOTICE and README.md; the Windows assets are bare .exe files, so those three documents are attached to this release next to them — the license terms travel with every download.

Every slot also ships the command line as its own small bare asset, ull_{{VERSION}}_<platform>_<arch> (.exe on Windows):

chmod +x ull_{{VERSION}}_linux_x64            # release assets carry no executable bit
./ull_{{VERSION}}_linux_x64 instances list    # servers and CI: no graphics stack needed

ull runs instances, install, pack import, launch, accounts, sessions, logs, diag, config, java and agent, and links no graphics library at all. The GUI binary accepts the same set before it ever opens a window, so a desktop machine does not need ull.

Support matrix

Platform Level Runtime requirements
Windows 10/11 x64 first class nothing beyond the OS (UCRT is part of Win10+)
Windows 11 ARM64 first class (launcher artifact) nothing extra; the launcher runs natively, the game itself runs through the OS x64 emulation layer with an x64 JDK
macOS 12+ (arm64 / x64) first class nothing; unsigned build, see the Gatekeeper note
Linux x64, X11 first class libxkbcommon, fontconfig, libGL (or software renderer), libxcb
Linux x64, Wayland supported wayland-client, libxkbcommon, plus the X11 set for XWayland apps
Linux arm64, X11 first class glibc 2.35+ (same floor as x64), libxkbcommon, fontconfig, libGL, libxcb
Linux arm64, Wayland supported the above plus wayland-client
Windows 8.1/8/7 unsupported the baseline is Windows 10
Android — Termux + X11 experimental, not promised CLI only and only when built from source; GUI unverified; not part of this release matrix

Both arm64 rows are formally released slots (assets ship here and in SHA256SUMS.txt), not the experimental Termux path: Linux arm64 is built and smoke-tested on a native ARM64 runner, Windows ARM64 is cross-built with the same static-CRT gate as x64.

Install

Windows — put the .exe anywhere and run it (pick _windows_arm64.exe on ARM64 Windows, _windows_x64.exe everywhere else). The first run creates .ULL/ and .minecraft/ next to the exe (portable is the default data mode); the per-user %APPDATA%\ULL plus %APPDATA%\.minecraft, or a custom root, are selectable instead.

Linux / macOS

tar -xzf unlucky-launcher_{{VERSION}}_linux_x64.tar.gz   # _linux_arm64 on aarch64; _macos_arm64 / _macos_x64 on macOS
cd unlucky-launcher_{{VERSION}}_linux_x64                # ditto
xattr -d com.apple.quarantine unlucky-launcher           # macOS only: unsigned build, Gatekeeper
chmod +x unlucky-launcher && ./unlucky-launcher

No GPU? Software renderer

The UI renders through wgpu (GPU) and falls back to the tiny-skia CPU rasteriser when no usable adapter is present; --software-renderer (or its equivalent --renderer=cpu) forces that path.

Verify the download

sha256sum -c SHA256SUMS.txt --ignore-missing   # Linux
shasum -a 256 -c SHA256SUMS.txt                # macOS (sha256sum is not bundled)
Get-FileHash .\unlucky-launcher_{{VERSION}}_windows_x64.exe -Algorithm SHA256   # Windows PowerShell
{{SUMS}}

Known limitations of this build

  • Microsoft (MSA) sign-in needs an Azure public client id, and release binaries do not carry one: set ULL_MSA_CLIENT_ID=<id> before launching, or build with that variable set. Without it sign-in stops before any network call, and the GUI banner says so plainly: the title "Microsoft sign-in is not configured", a body naming ULL_MSA_CLIENT_ID=<id> (set it, or build with it, then restart the launcher — a running process does not pick up a new variable) and Code: msa_not_configured, with no Retry button. Every other sign-in failure keeps the generic banner plus its own Code: line, with the full reason only in the launcher log. ull accounts add msa prints the same fix on the command line. Offline profiles and authlib-injector servers need no id.
  • Binaries are not code-signed / notarized yet: Windows SmartScreen and macOS Gatekeeper warn on first launch. The checksums above are the integrity reference for now.
  • macOS ships the bare binary (single-file promise), not a .app bundle: no Dock icon or Finder double-click — launch it from a terminal.

License

Apache-2.0, third-party notices in NOTICE. Not affiliated with Mojang or Microsoft; no game files ship.

UI framework in this build

Every asset here is built from the iced UI (crates/app-iced, iced 0.14, MIT); no Slint code is linked into it. The earlier Slint UI (crates/app) stays in the repository as historical source only — excluded from the workspace, not built, in no asset and in no release slot. The Slint Royalty-Free 2.0 attribution it carried belongs to the v0.1.0 release and remains where it was published.