From Unity 2018 to Unity 6: Preparing a Physics Puzzler for PC and Mobile
Three months of engine migration, mobile adaptation and store integration for Hugecalf Studios, ahead of a planned October release on the Epic Games Store.
Summary
- The challenge
- A Unity 2018 physics puzzler on Steam and Nintendo Switch needed new Windows, Android and iOS versions for the Epic Games Store, without changing how it plays.
- What we did
- Three months of engine migration to Unity 6, touch controls and interface changes, mobile optimisation and Epic Games Store integration, all from one shared repository.
- The result
- Mobile builds cut from around 500MB to 150MB, 60fps on every phone and tablet we tested, and physics that needed no retuning.
In brief
Overview
- Timeline
- 2026 (3 months)
- Platform
- Windows, iOS, Android (Epic Games Store versions, planned)
- Genre
- Engine Migration
- Engagement
- Epic Games Store
Built with
- Unity
- C#
- Epic Online Services
| Area | Before | After development |
|---|---|---|
| Engine | Unity 2018 | Unity 6 LTS |
| Release scope | Steam and Nintendo Switch | Epic Games Store on Windows, Android and iOS, planned for October |
| Mobile input | No mobile version | Tap-and-drop construction and on-screen controls |
| Mobile build size | Around 500MB before optimisation | 150MB |
| Mobile performance | No mobile version | 60fps on the phones and tablets tested |
| Gameplay consistency | Original Unity 2018 version | Checked through side-by-side play comparisons; no physics retuning required |
Moving from Unity 2018 to Unity 6 meant working through deprecated code and older dependencies as well as upgrading the engine. The new builds use Unity 6000.0.73f1 LTS.
Deprecated Code and APIs
We updated code that relied on deprecated application programming interfaces (APIs) and resolved compatibility issues introduced by the engine migration. The work also included moving the mobile builds to IL2CPP.
Odin Inspector
Odin Inspector needed updating, along with code changes to account for API changes. Updating the package alone was only part of the migration work.
Custom Blood-Splatter Shaders
We fixed compatibility issues in the custom shaders used for the cartoon blood-splatter effects as part of bringing the existing visuals across to Unity 6.
Retaining the Steam Integration
The shared repository retained the legacy Steam SDK integration. The work focused on the new Epic Games Store versions and did not result in a new Steam build.
All three Epic Games Store versions were part of the brief from the start. We maintained one shared repository while separating the code needed by each platform.
Platform-Specific Code
We used preprocessor directives and assembly definitions to separate platform-specific code within the shared repository, supporting the different SDKs and build targets.
Epic Games Store Integration
We handled Epic Games Store integration for Windows, Android and iOS, including Epic Online Services. The three releases are planned for October.
The desktop controls used the mouse to place and connect structures, with keyboard controls for camera movement, vehicles and shortcuts. We adapted those interactions for phones and tablets, with Adam Kaye leading the gameplay adaptation.
Tap-and-Drop Construction
Building and connecting structures moved to a tap-and-drop model, replacing the desktop click-and-drag interaction.
On-Screen Controls
Keyboard shortcuts became on-screen heads-up display (HUD) buttons, and vehicles received touch controls so players could access those actions without a keyboard.
Touch Targets and Safe Areas
We enlarged interactive elements for finger input and adapted the interface to respect device safe areas.
A Mobile Tutorial in Every Supported Language
We created a mobile-specific tutorial and updated the control terminology across every supported language to describe touch interactions.
The mobile adaptation needed to fit the target devices while preserving the original gameplay. Our development checks included playing the original and ported versions side by side; QA was handled separately.
From Around 500MB to 150MB
Audio and texture optimisation reduced the mobile build to 150MB. This included compressed Wwise sound banks for mobile, texture sizing and texture compression.
60fps on Tested Devices
The mobile builds reached the 60fps target on the Samsung Galaxy A35 5G and Galaxy S25, the iPad Air (2020) and the iPad Pro (M1).
Side-by-Side Gameplay Comparisons
We played the original Unity 2018 version and the new platform builds side by side to check that they played the same. The physics behaviour carried through without retuning.
Three Months of Development
Completed the Unity 6 migration, mobile adaptation, optimisation and store integration for the planned Epic Games Store releases on Windows, Android and iOS. Release is planned for October.
Original Gameplay Preserved
Side-by-side play comparisons with the original version confirmed gameplay consistency without physics retuning.
150MB and 60fps on Mobile
Reduced the mobile build from around 500MB to 150MB and reached 60fps on the tested Samsung Galaxy A35 5G and Galaxy S25, iPad Air (2020) and iPad Pro (M1).
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