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Your project was last saved with a different version of Unity. can some one explain what this means

Discussion in 'General Discussion' started by Ruckrova, Apr 4, 2020.

  1. Ruckrova

    Ruckrova

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    Nov 2, 2014
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    Your project was last saved with a different version of Unity.

    /Volumes/My Passport/unity folder/Wasp2020

    The saved project (5.3.3f1) does not match the launched editor (2018.4.2f1).

    This may require re-import. Please be aware that opening in an older version is unsupported.

    Note that if a build target installation is missing, this may also cause a re-import.

    If you proceed, some packages may be updated. For a list of any changes made to your Project’s packages, see the Logs/Packages-Upgrade.log file in your Project folder.
     
    sky_is_tumbling likes this.
  2. Antypodish

    Antypodish

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    It simply means, your project was last saved in Unity 5. Now you try open in Unity 2018, which is few years apart. This means, Unity versions and its API changed a lot since. You will need update your project, to match changes. Unity will try to correct and update you project. But often things may break. That will require manual fixing.

    Before you do any of that, make sure you got backup copy of the project.

    Alternatively, you may be better of, installing Unity 5, to avoid need of migration to 2018.
     
    Joe-Censored and warthos3399 like this.
  3. Ruckrova

    Ruckrova

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    Ok thanks , I guessed as much
    I tried a few of my older projects and had some success , but !
    the project are so intricate that finding where to even start to fix them is daunting
     
  4. angrypenguin

    angrypenguin

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    Is there some reason you need to open them in current versions of Unity? Assuming they were working when you last used them then they should still work if you open them in the version they were made with. Personally, if I wanted to upgrade them that's where I'd start anyway.
     
    Ryiah and Ony like this.
  5. RecursiveFrog

    RecursiveFrog

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    Assuming you need to target modern Android SDK and NDK versions, those old unity installs are hard coded to look in places that no longer are valid for the newer tooling.

    Then there is the need to make sure that all android app updates support x64 and not x86, which might require you to update Unity.
     
  6. Ruckrova

    Ruckrova

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    I don't really understand how to get and run older version of unity .
    also I want to use the new feathers to improve them .

    one issue i am having with a large project is the characters animation no longer work and I can't work out how to fix them.
    They were blender animations .
     
  7. IgnisIncendio

    IgnisIncendio

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  8. RecursiveFrog

    RecursiveFrog

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    You really should use the green "Unity Hub" button instead of downloading the installer directly.
     
  9. IgnisIncendio

    IgnisIncendio

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    That's true, but it's not available on 5.3.3 due to it being too old.
     
  10. Joe-Censored

    Joe-Censored

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    The /volumes folder implies the OP is on a Mac. If running the latest MacOS the OP needs to move at least to 2017.4.x latest in order to pick up needed fixes due to Apple removing all 32 bit support. Unity 5.x never will get those fixes.
     
    angrypenguin and RecursiveFrog like this.
  11. RecursiveFrog

    RecursiveFrog

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    These are the sorts of things I was thinking of when I gave feedback that I would expect LTS to be able to continue correctly building games even as the target platforms update @smcclelland

    I wouldn't expect Unity 5.3.3 to be actively maintained but now that LTS exists my hope would be that for the lifetime of an LTS support that a platform update doesn't force a Unity version update.
     
    angrypenguin likes this.
  12. Murgilod

    Murgilod

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    This is expecting too much from Apple, I think, who routinely break entire swaths of product functionality under the guise of "progress."
     
    Joe-Censored likes this.
  13. RecursiveFrog

    RecursiveFrog

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    Google too does this.

    That said, the point of LTS would be to support these changes without being told to update to the latest half baked beta for the fix.

    If it sounded like I was asking not to even have to update the minor version number then that was me speaking imprecisely. I would expect a resolution in say:

    2018.4.latest+1 (Because its LTS)
    2019.4.latest+1 (Because its LTS)
    2020.latest ( because it's in development)

    It shouldn't be unreasonable for unity to be on top of those changes in a product touted as "long term support"
     
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  14. angrypenguin

    angrypenguin

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    It does fit the description, so I generally agree. I wouldn't be surprised or upset if some major changes do require compromise on the developer side, though. If a vendor breaks something in a new version and Unity relies on it for some target platforms then I don't think it'd be unreasonable for Unity to support it only on those versions where it originally worked. For developers that would potentially then require multiple build machines or similar, which is a pain, but doesn't fundamentally prevent us from shipping.
     
    Ryiah likes this.
  15. Ruckrova

    Ruckrova

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    Thanks everyone for your input , I will try to get the older projects working again in the version i'm am currently running .

    can anyone help me by writing this script as a C# script I think it's why the animations are not working .



    #pragma strict
    var eagle : GameObject;
    var speed = 0.0;
    var fastspeed = 10.0;
    var slowspeed = 0.0;
    var anim: Animation;
    function Start () {
    anim = eagle.GetComponent.<Animation>();
    }

    function Update () {
    transform.Translate(0,0,speed*Time.deltaTime);
    if (transform.eulerAngles.x > 250){
    anim.CrossFade("let"); }
    else if (transform.eulerAngles.x > 10 &&transform.eulerAngles.x < 250){
    //transform.Translate(0,0,fastspeed*Time.deltaTime);
    speed = Mathf.Lerp(speed,fastspeed,Time.deltaTime);
    anim.CrossFade("spust");}
    else{
    speed = Mathf.Lerp(speed,slowspeed,Time.deltaTime);
    anim.CrossFade("idle");}

    }
     
  16. angrypenguin

    angrypenguin

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    You should ask that kind of question in the Scripting section.
     
  17. Ryiah

    Ryiah

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    Here it is. You will need to fill in the class name. It's the same as the filename minus the extension.

    Code (csharp):
    1. using UnityEngine;
    2.  
    3. public class SCRIPTNAMEGOESHERE : MonoBehaviour
    4. {
    5.     public GameObject eagle;
    6.     public float speed = 0.0;
    7.     public float fastspeed = 10.0;
    8.     public float slowspeed = 0.0;
    9.     public Animation anim;
    10.  
    11.     void Start()
    12.     {
    13.         anim = eagle.GetComponent<Animation>();
    14.     }
    15.  
    16.     void Update()
    17.     {
    18.         transform.Translate(0, 0, speed * Time.deltaTime);
    19.         if (transform.eulerAngles.x > 250)
    20.         {
    21.             anim.CrossFade("let");
    22.         }
    23.         else if (transform.eulerAngles.x > 10 && transform.eulerAngles.x < 250)
    24.         {
    25.             speed = Mathf.Lerp(speed, fastspeed, Time.deltaTime);
    26.             anim.CrossFade("spust");
    27.         }
    28.         else
    29.         {
    30.             speed = Mathf.Lerp(speed, slowspeed, Time.deltaTime);
    31.             anim.CrossFade("idle");
    32.         }
    33.     }
    34. }
     
    angrypenguin likes this.
  18. Ruckrova

    Ruckrova

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    Nov 2, 2014
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    thank you Ryiah
     
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  19. Ruckrova

    Ruckrova

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    Nov 2, 2014
    Posts:
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    I got it to work again and Im very happy with it thanks everyone !