Legacy Licensing Issues

Hi folks,

I am dealing with some legacy code from circa 2010. I happen to know that this code runs on 3.0.0, but not on 3.4.0 or later. It would be useful to me to build to a test iOS device that I have, but am unable because of licensing issues under that version. My understanding is that licensing for Unity no longer cares if I build to iOS or anything else.

My question is this: is there some (legitimate) way that I can persuade my Unity 3.0.0 editor that yes, it is in fact ok to be in iOS mode?

Thanks very much for your replies.

What is your final target? As I understand it the app store is only accepting 64-bit architecture, so you can’t deploy to an iOS device with anything less then Unity 5 anyway.

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I don’t believe it’s retroactive for older releases of Unity. You’ll likely have to move to a newer build.

You won’t be allowed to publish it the Apple App Store even if you could make it compile by messing around with the license. There is a good change if you just tried to import the old project into a new version of Unity most of the API would get upgraded along with fairly good error messages what to do with the API calls that are obsoleted.

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Unity recommends updating slowly, ie go from 3 to 4, then 4 to 5, although likely you’ll have to change a few things manually in the 3 to 4 step, but the 4 to 5 step would be auto ish.

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wait cant you deploy to ios with 4.6 or 4.7?

My bad. Support for 64-bit starts at 4.6.2.

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I thought so. You gave me a fright lol still use unity 4

To be clear, I’m not seeking to get this pushed to the app store. Rather, I am attempting to maintain legacy code. My aim is to build to an older (circa 2011) iPod, and need it only to to work with that one specific iPod in developer mode. Even getting the simulator to work with it is probably adequate. However, in order to maintain the code, it is vital that I get it to work in the environment in which it is made, at least initially, which means that Unity 3.0.0 is a requirement. At the moment, it does not compile because there are iPhone specific calls that, were I to change them, would require a complete rewrite of the code base, which I would have to do blind, and all at once. It may be that a later version will also work, but I have already found that 3.4.0 is too recent, and so 4+ is out of the question.

I am open to another course of action. I simply want to avoid debugging a large code base and bringing it into the light of a modern version of Unity by patching thousands of lines of code completely blind.

Thanks for all the replies so far. Any further insight would be appreciated.

In that case contact support directly. If you have a current five lisence you might be able to get them to activate three for you.

Stumbled upon a post by @arkon in another thread that mentions the difficulties. I’ll just link and quote it here.

http://forum.unity3d.com/threads/new-products-and-prices-coming-soon.408046/page-29#post-2677211

Just to reiterate what others have said. You can’t use Unity3 to publish on IOS, firstly because it has to be 64 bit. Secondly you will most likely need to find and install an old version of Xcode on your mac to build for your iPod.
All I can suggest is you try the build and see what errors you get. You might be able to hack past most of them.
Personally if you are not using any or too many plugins and not using something like NGUI then just port it to Version 4. Currently there is only 1 hack needed to publish to IOS target and that is the https transport thing which is an easy post info.plist change prior to Xcode build.

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There is a business case for still being able to release with Unity 3 and old versions of iOS for apps on a LAN/private business network but hello, that’s for businesses with the big bucks.