Unity 5 older projects still work?

Hey I have yet to see this questioned asked guys.

Upon the release of Unity 5,
will a big project I’m working on right now still work in U5?

Or will I have to edit a lot of the code to make it compatible with changes.

Ok so right now there is a script converter, for the most part it seems to work fine. Although there are some instances that I’ve had to go and manually twiddle with to get it working right.

As for the rest, meshes etc. not had an issue.

Glad there’s a converter lol.

Is the code gonna be dramatically different?

No, you just have to use .GetComponent(); for components instead of shorthand gameObject.renderer;

I’m assuming there’s a reasoning behind this?

Certainly they wouldn’t just make it more steps to get something done.
Because it works perfectly fine the way it already is lol.

Its because this was actual done behind the scenes the whole time. The idea is you should call it once in Start and then use a variable of it, the way it used to be suggested they already cached it for you.

Also they can strip the code better in 5.0 since your scripts won’t reference (with the misleading shortcuts) bunch of systems that you’re not actually using.

Hmm interesting…

As long as I don’t have to re-learn every thing I’ve learned how to make a game workable I’m fine with this lol.

It’s not just your scripts though. Non convex colliders are being removed, along with both interactive and skinned cloth, as well as beast.

Seems like these could cause problems for some people. I’ve yet to see Enlighten do either a RNM or dual lightmaps, so anyone using those might have to rethink things.

Your cloth will need to be replaced by the new cloth, obviously.

Does anyone know the best way of making the inside of a tube out of convex colliders?

Hmmm, sounds like it’s about time to move to something new.

I mean really? I could deal with 5 FPS less having what we have now, not gain 5 FPS and be limited to everything.
Isn’t the idea of an update to make things better? Not completely abandon things for people like me who are working on a big game and have to scrap everything and start fresh just so i can get the extra percs of 5.0’s system.

Remaining 100% backward compatible would be a great way to slow down progress to a crawl. Unity 5 isn’t a point release, so you’d have to expect to either deal with major changes, stay with 4.x, or get something only incrementally better.

I’m imagining the lighting to be the most drastic change in workflow. Although that’s based on pretty much nothing but assumption on my part. Still, I’ll hold off on projects that I think will benefit from the fancy new lighting and finish any current projects using 4.x, even if 5.0 is launched before they are finished. It’s not about having the latest and greatest, it’s about having what works to finish the project.

Haha, what?

The only thing they’ve removed and not replaced is non-convex colliders, which were incredibly slow.

Shitty Cloth → New Cloth
Beast → Enlighten

If those changes(and a few more) make you redo most of your game, I doubt you have much to redo. If you don’t want to upgrade, then don’t.

I looked up non-convex colliders and figured it meant the Mesh Colliders as that was the first thing that popped up.
and I use Mesh colliders for abnormal things, I know it’s not good to use a lot of them, but when you really need them, it’s good to have them.

Unless it’s something else?

That’s all I was worried about was Mesh Colliders lol.

Because I’d hate to spend the time placing 20 different colliders for a large abnormal object just to try to make collisions work.

Non-convex triggers are being removed, but regular non-convex MeshColliders should still be working fine.

Take a look at the Upgrade Guide to get a feeling for the major things that are changing which you may need to be aware of.

There’s reasoning behind every change. http://blogs.unity3d.com/2014/06/23/unity5-api-changes-automatic-script-updating/

–Eric