I have recently attempted to convert an old project/scene (edited mostly in 2012) which was built in v3.4, to run in v5.4.3
Since the pricing model is different now, I decided to try to see if the project could load properly with the free Personal license. I have not examined the project / scene thoroughly, but there are a few very obvious disfunctions that are immediately apparent:
Several of the scene’s larger assets have had their transform coordinates disrupted so that they now appear grossly off register
Certain materials are no longer displaying their alpha channels
Perhaps most importantly, the “play” button seems to be disabled, meaning I cannot view the scene in “play” mode.
My first question is whether I could reasonably expect at least part of these issues to be resolved if I upgraded to a Pro version of Unity 5.4.
There are no engine differences between free and pro licenses; there is no actual pro “version” as such. The app you have now is the same app you would have if you bought a license and there’s nothing else to download.
Maybe Transform.SetParent differences, just a guess.
Probably shader differences.
I assume you have errors in the scripts which need to be fixed before you can enter play mode.
That’s a very large jump in version numbers and you’ll need to spend some time going through the project and fixing things manually.
If it’s a big project, and written in c#, you can try to use Unity script updater…
If it’s a smaller ones like running game, or is written in UnityScript, I think you better off with creating a new one…
I once updated a game, not really a complicated one, just 3d zombie shooter, written in JS/UnityScript, and it tooks about a day (of work, about 8 hours) correcting about 300+ lines of error, plus rebaking lightmaps and navmesh, and configuring how to swap lightmaps at runtime in Unity 5…
Regarding script errors for play mode, does this problem sound typical? If so, would you be able to point me toward any tutorials that would show a scripting noob how to do this?
Also, regarding your response:
“:The automatic script updater works fine with Unityscript. (Also Boo as far as I know.)”
Is this to imply that the script updater would not remedy anything that was written in C# ?