资产名全部改成 make_artifacts.py::asset_stem() 的 `名字_版本号_平台_架构`(下划线): 六行矩阵、ull 资产、tar 包名与解压出的顶层目录、PowerShell 校验命令。旧的连字符名 按文档下载会 404(D49 2026-11-05 改名,文档没跟)。 删掉「微软登录等 Mojang 白名单审批」整条(白名单 2026-11-03 已批准并真机验签), 换成真缺口:发布版不带 Azure 公共客户端 id,要 ULL_MSA_CLIENT_ID(环境变量或构建期 注入),未配置时界面说「未配置」而不是静默失败。不写任何 id 值。 Termux:删掉「下 ull 资产」的引导(ull 的 Linux 资产是 glibc 版,Android/bionic 上跑 不起来),矩阵行只留「构建自源码、GUI 未验证、不在本发布矩阵」。 顺带清掉三处过期陈述:Windows 数据根(原文说有 `portable.marker` 就便携、否则落 %APPDATA%——实际 portable 是默认模式,首次运行在 exe 旁建 .ULL/ 与 .minecraft/); CLI 子命令表漏了 `pack import`;arm64 行里的内部决策编号 D21。124 → 107 行。
5.6 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 / macOS
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. Until then the app says "not configured" (with the command to fix it) instead of failing silently. 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
.appbundle: 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.