I've Unity5
installed (free edition). When I started with Unity3D
I did with 5 and never had the 4 before.
A friend has passed me legacy code of a 90% complete game he used to do with Unity4
as he no longer wants to dedicate to videogames, for me to use that to finish it.
If I load that code into the Unity5
, the "automatic upgrader" starts to do lots of changes. And finally the thing does not play. Says All compiler errors have to be fixed before you can enter playmode!
The thing is he used some third-party libraries, like the tk2droot
among others and seems that the code of that and other dependant libreries is rather old, so I do not only need to scan over his code for the "v4 to v5 upgrade changes" but also I've to scan all his dependencies, which is rather a suicide at least for an initial contact like "let's just see if this compiles".
Questions:
- Is there any way make Unity5 "behave" as Unity4 so it does not do the code-upgrade and it uses the old API? Ie: Compile v4-code within v5-IDE?
- Alternatively, is is possible to freely install Unity4 parallel to Unity5 so they do not interact and I am able to compile his source un Unity4 while doing the new things in Unity5?
The easiest solution I can find is to have 2 computers, one with Unity4 and the other with Unity5 but seems a but weird to me. I'm sure I'm not the only one with this problem.
How do game developers with codebases in Unity4 and Unity5 make all the workflow?
PD: Focusing on Android now only. No need to publish for iOS, web, consoles, etc.
Thanks.