Migration Guide
The complete guide to migrate Quantum 2.1 projects to Quantum 3.0.
Make sure to upgrade the projects to the latest Quantum 2.1 release and Unity 2021.3 before starting the Quantum 3 migration.
The automated process is recommended to use. When facing problems use the instructions for debugging and contact us.
Scripts GUIDs have been preserved, so prefabs and scenes are not going to suffer from missing components.
To reduce the number of possible compile errors during migration, obsolete scripts with legacy names are provided.
The following addons are not yet compatible with Quantum 3:
- Asset Injection
Quantum 3.0 Migration
- Ensure that the project has a backup and/or is under source control
- Upgrade the Quantum project to the latest 2.1 Quantum SDK
- Upgrade the Quantum project to Unity Editor 2021.3 or later
- Download the latest
Photon-Quantum-3.0.0-Stable-Migration-XXXX.zip
package - Extract the content into the root folder of the Quantum 2.1 project
- Bot SDK specifics: find on the Bot SDK v3 package the migration instructions which are specific to the addon
Before Starting
- Because of changes to the Quantum Asset:
- Each non-abstract and non-generic Asset has to live in a separate file that is named as this:
<AssetName>.cs
- Methods on assets which are common for
ScriptableObjects
have to be renamed:Update()
,Start()
, etc.
- Each non-abstract and non-generic Asset has to live in a separate file that is named as this:
- If the
GraphProfiler
addon has been added, and it has been moved from its default locationAssets/Photon/Profiling
, it has to be deleted before migration. - Fields defined in a qtn-file called
EntityRef
have to be renamed. - It's recommended to save intermediate steps as a git commit when doing either an automated or manual migration.
A) Automated Process
- Run the
Quantum3Migration.ps1
Powershell script- To troubleshoot inspect the migration logs and enable
-PauseAfterEachStep
then wrap the changes into a git commit after each step.
- To troubleshoot inspect the migration logs and enable
- Open Unity Editor
- Continue with
Final Steps
Quantum3Migration.ps1 -UnityEditorPath <path> -Quantum2MigrationPreparationPackagePath <path> -Quantum3PackagePath <path> -Quantum3MigrationPackagePath <path> [..]
Usage:
-UnityEditorPath <path> The path to the UnityEditor exe.
-QuantumUnityPath <path> The path to the Quantum Unity project folder. By default "quantum_unity".
-QuantumCodePath <path> The path to the Quantum code project. By default "quantum_code/quantum.code".
-AssetDBPath <path> The path to the temporary exported assets. By default "Quantum3MigrationAssets".
-Quantum2MigrationPreparationPackagePath <path>
The path to the Quantum 3 Migration Preparation unitypackage.
-Quantum3PackagePath <path> The path to the Quantum 3 SDK unitypackage.
-Quantum3MigrationPackagePath <path> The path to the Quantum 3 Migration unitypackage.
-LogBasePath <path> The folder where the migration logs are stored. If not set logs are created inside the executing directory.
-AssemblyDefinitionsDecision Define the answer for the "remove assembly definition" prompt. "yes" or "no".
-PauseAfterEachStep Pause and wait for user input after each step. Default is false.
-SkipQuantum3PackageImports Disable the package import steps.
-SkipQuantumCodeCopy Disable importing the quantum code.
-SkipInitialCodeGen Disable initial CodeGen steps.
-SkipCompileErrorDetection Disable waiting for compiler error fixes.
-SkipAssetsUpgrade Disable upgrading the Quantum assets.
B) Manual Process
- Import
Quantum3MigrationPreparation.unitypackage
- Run
Quantum
>Migration Preparation
>Add Migration Defines
- Run
Quantum
>Migration Preparation
>Delete Prefab Standalone Assets
- Run
Quantum
>Migration Preparation
>Export Assets
- Run
Quantum
>Migration Preparation
>Delete Photon
- Import
Photon-Quantum-3.0.0-XXXX.unitypackage
(if the Unity Editor crashes, restart Unity) - Import
Photon-Quantum-3.0.0-Stable-Migration-XXXX.unitypackage
- Restart Unity Editor (click
Ignore
on theEnter Safemode
dialog) - Run
Tools
>Quantum
>Migration
>Import Simulation Project
- Run
Tools
>Quantum
>Migration
>Run Initial CodeGen
- Optionally run
Tools
>Quantum
>Migration
>Run Delete Assembly Definitions
- Restart Unity Editor (click
Ignore
on theEnter Safemode
dialog) - Fix compilation errors
- If Quantum AssetObjects have existing
abstract void Update(Frame f)
methods Unity will complain that ScriptableObject have to have parameter-less Update() methods, addvoid Update() {}
to fix the compilation error
- If Quantum AssetObjects have existing
- Run
Tools
>Quantum
>Migration
>Check Asset Object Scripts
- Run
Tools
>Quantum
>Migration
>Transfer AssetBase Guids To AssetObjects
- Run
Tools
>Quantum
>Migration
>Upgrade AssetsObjects
- Run
Tools
>Quantum
>Migration
>Enable AssetObject Postprocessor
- Run
Tools
>Quantum
>Migration
>Reimport All AssetObjects
- Run the Quantum user file installation from the
QuantumHub
(Ctrl + H)
Final Steps
- While the migration define
QUANTUM_ENABLE_MIGRATION
is enabled, the detection if CodeGen has to run (qtn files changed) is disabled and needs to be run manually using the Unity menu:Tools
>Quantum
>CodeGen
>Run Qtn CodeGen
- Scripts have gone through an extensive refactor:
- Component prototype suffix has been changed from
_Prototype
toPrototype
. - Component prototype wrapper prefix changed from
EntityComponent
toQPrototype
(e.g.EntityComponentTransform2D
->QPrototypeTransform2D
). - All Unity-only scripts have been put in
Quantum
namespace and have been givenQuantum
prefix (e.g.MapData
->QuantumMapData
,EntityPrototype
->QuantumEntityPrototype
).
- Component prototype suffix has been changed from
- The config assets may have different names and different locations, browse them inside the
Quantum Setup
section. QuantumEditorSettings
was split intoQuantumEditorSettings
andQuantumGameGizmosSettings
.- A new set of default configs (previously located in Resources/DB/Configs) has been generated and does not support static Guids anymore.
- A Quantum3 AppId has to be created on the Photon dashboard.
QuantumEditorSettings.AssetSearchPaths
can be set toAssets
to search the complete project. It's fast enough now.- Let Unity reimport the Quantum assets (right-click > Reimport) located in the Resources folder for example and reimport the
QuantumUnityDB.qunitydb
asset (which will fix broken Quantum Asset Guids). - Re-bake all maps and navmeshes.
- Quantum 3 API changes have all been wrapped into
[Obsolete]
attributes to make a successfully migrated project compile. Make sure to check and fix all related warnings after that especially Quantum asset and prototype scripts and prefer their new names to makeGameObject.AddComponent<QAssetEntityView>
work.
Breaking Changes Realtime 5
- The namespaces
ExitGames.*
are obsolete. UsePhoton.Client
andPhoton.Realtime
instead. - The
LoadBalancingClient
was renamed toRealtimeClient
. - The
LoadBalancingClient.LoadBalancingPeer
was renamed toRealtimeClient.RealtimePeer
. - Removed
LoadBalancingPeer
class. Operations are now in theRealtimeClient
. - The
ExitGames.Client.Photon.Hashtable
class was renamed toPhoton.Client.PhotonHashtable
. The client can only sendPhotonHashtable
now. ConnectToRegionMaster()
,ConnectToMasterServer()
,ConnectToNameServer()
have been removed. Use onlyConnectUsingSettings()
instead.LoadBalancingClient.CloudRegion
is obsolete. UseRealtimeClient.CurrentRegion
instead.LoadBalancingClient.AppVersion
is obsolete. Set the version via AppSettings andConnectUsingSetting()
instead.AppId
setter now throws aNotImplementedException
. Set the AppId in theAppSettings
and useConnectUsingSettings()
instead.- The
RaiseEventOptions
class was changed to a struct calledRaiseEventArgs
. EnterRoomParams
was renamed toEnterRoomArgs
.OpJoinRandomRoomParams
was renamed toJoinRandomRoomArgs
.RealtimeClient.ConnectionCallbackTargets
is now internal. UseAddCallbackTarget()
andRemoveCallbackTarget()
instead.- Enum
DebugLevel
was renamed toLogLevel
. The enum names are now Pascal case.
FAQ
"Couldn't set project path"
You renamed the Quantum Unity project folder. Set the QuantumUnityPath
parameter to the correct path.
Quantum Hub
During migration, it is possible due to user error or other bugs that Quantum Hub does not allow the user to complete the installation process. To remedy this you can try to delete the PhotonServerSettings
scriptable object in your project in order to let the Hub regenerate the files.
Failed Importing Package
Your Quantum 3 package file path is wrong. Set the Quantum3PackagePath
parameter to the correct path.
OR
Your Quantum 3 Migration package file path is wrong. Set the Quantum3MigrationPackagePath
parameter to the correct path.
Unity Editor Path
The Unity Editor path is the path to the editor executable.
On Windows, it is usually located in C:\Program Files\Unity\Hub\Editor\UNITY_VERSION\Editor\Unity.exe
.
The powershell script only works on Windows.
Quantum.Code Project
If you have a different quantum code csproj name other than the default, the migration may fail. You will need to set the QuantumCodePath
parameter to the correct path.
Bot SDK
The Bot SDK must also be migrated in parallel if you are using it in your project.
Bot SDK data is now a singleton, rather than stored globally.
Powershell Arguments
Powershell arguments must be passed with a single '-' and not '--'.
Example: -UnityEditorPath "C:\Program Files\Unity\Hub\Editor\2021.3.0f1\Editor\Unity.exe"
Wrong: --UnityEditorPath "C:\Program Files\Unity\Hub\Editor\2021.3.0f1\Editor\Unity.exe"
.Qtn Fields
It is possible to name a field defined in a .qtn file EntityRef
. This is supported by codegen, but not by migration. If you are having errors it is recommended to rename these fields before migrating.
Quantum Version
If you are getting undefined errors, ensure you are updated to latest Quantum 2.1 release before attempting a migration.
Max Component Count 512
Projects that use the 512 component count libraries need to add a new pragma to a qtn-file.
#pragma max_components 512
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