Stuck on an old Unity version
You are on Unity 2019, 2020 or 2021. Builds are starting to fail on newer iOS or Android versions and third-party plugins are drifting out of compatibility.
Check your migration path

Developed by Ocean View Games as the client's core technical partner.
Domi is a Unity MMORPG built by a core team of three over several years. It is a large codebase with server-authoritative FishNet networking, and each LTS release between 2020 and 6.3 introduced its own breaking changes.
We stepped the project through every LTS release in turn: 2020 LTS, 2021 LTS, 2022 LTS, Unity 6 and Unity 6.3. Each upgrade was done in place on a growing codebase, and nothing was rebuilt from scratch.
An unfinished brief is fine. The first conversation helps establish scope.
This service fits three common situations. If any of these describes your project, we can help.
You are on Unity 2019, 2020 or 2021. Builds are starting to fail on newer iOS or Android versions and third-party plugins are drifting out of compatibility.
Check your migration pathFlash, Java applets, early HTML5 frameworks or a custom 2000s engine. The game has proven demand but cannot run anywhere modern and needs a rebuild that preserves the content and audience.
See the Fire of London rebuildThe source is older Unity, often PC-only, and you want to reach mobile or console. The project needs a supported Unity version and a modern build pipeline before the port can start.
Explore game portingMost engagements are one of these, or a sequence that starts with one and ends with another.
We upgrade Unity projects to a currently supported LTS release, stepping large gaps through intermediate versions so breaking changes are isolated and fixed at each stage.
When the source technology is end-of-life, we rebuild the game against the original as a specification, preserving design, progression and player-visible behaviour. The target is usually Unity, but a Flash or Java title bound for the browser is often better served by an HTML5 rebuild, as with the Great Fire of London.
Modernise the codebase to a stable foundation first, then port to the target platforms with the performance, input and UI work each one needs.
We plan compatibility checks, gameplay comparisons and release safeguards around the existing game. This helps identify regressions before an upgrade reaches players.
A review of the project, dependencies, build and render pipelines, platform targets and analytics, delivered as a written report with the migration sequence, risk areas and timeline. Fixed-scope paid work, typically one to two weeks.
A branch on the target Unity version with package and plugin compatibility resolved and the automatic migration changes captured. Output is a clean build that compiles and runs, before gameplay parity is proven.
The modernised build run against the old build on matched scenarios: visual parity, gameplay behaviour, save data, networking and performance. Regressions are recorded, prioritised and reviewed against the agreed release criteria.
A rebuild for each live target platform, storefront compliance checks and testing on representative hardware. For live games this phase includes a rollback plan.
For live projects, a progressive release starting with a small percentage of users or a single platform, monitoring crash rates and performance before completing the rollout. Dormant projects collapse this into one launch step.
Rebuilds and upgrades delivered by Ocean View Games and its team.
The Challenge: Rebuild an isometric puzzle game from a legacy Java app for PC, iOS and Android.
The Result: A Unity remake running on all three platforms with a touch control redesign for mobile.


The Challenge: Rebuild London Museum's Great Fire game from Flash to HTML5 without losing any of its content.
The Result: An HTML5 rebuild that kept the educational content and returned the game to modern browsers.


Every modernisation project quotes differently because scope varies so widely. These are the variables we weight most heavily.
A single LTS jump is a fraction of the work of a four-version jump. Unity 2022 to Unity 6 is not Unity 2019 to Unity 6.
Changing render pipeline can add substantial shader, material and lighting work. We assess it separately from the Unity version upgrade.
Every abandoned or niche plugin is a potential blocker. Fifteen plugins is a different risk profile to three.
Each platform needs its own build validation, and mobile and console add certification overhead.
Live projects require parity testing, staged rollouts and rollback planning. Dormant projects can accept faster iteration.
Projects with clean architecture modernise faster than projects carrying years of accumulated technical debt.
Start with a free conversation about what the project was built with, what still works and where you need it to run next.
Every engagement begins with a fixed-scope audit that produces a written migration plan, a risk assessment and a costed estimate for the scope identified. It is yours to keep whether or not we do the work; later changes to scope are agreed and priced separately.
David and Adam stay close to the engineering and technical decisions, and every engagement is led by a Unity Certified Expert. We can work alongside your own team where you have one.
Production runs in agreed milestones with regular builds, parity testing against the old version, and a staged rollout for anything live.
Meet the teamFree tools to scope the work before we talk.
Breaking changes, deprecated APIs and a recommended migration sequence for your Unity version.
Whether your game can move to a new platform and what that move involves.
A ballpark budget for the full engagement.
A cost range if a platform move is part of the work.
Tell us what it was built with, what still works and where you need it to run next. We can help work out what should be upgraded, rebuilt or preserved.
Tell us about your projectShare what the existing application does, the platforms it needs to run on and which source files are available. We'll discuss an appropriate first review.
Location
London, United Kingdom
Response Time
We typically respond within 1 to 2 business days.
Prefer to talk?
Pick a time that suits you and speak to David directly.