Upgrading from v1
Convert your v1 project with the migration tool, then review what it lists
The migration tool converts the scenes, prefabs, assets, and scripts in your v1 project, replaces Evo UI v1 with v2, and lists everything you need to check by hand.
Download the Migration Tool
For projects on Evo UI 1.9.x. Import it into your v1 project.
Before you start
- Back up your project or commit it to version control. Save your scenes and close Prefab Mode.
- Use Unity 6.0 or newer with the new Input System. Evo UI v2 requires both.
- Move your own files out of
Assets/Evo/Evo UIandAssets/Evo/Shared, such as edited presets, prefabs, and sprites. Assets in these folders aren't migrated. - Don't import v2 over v1. The tool removes v1 for you.
Usage
Download the package above, and import it into your project.
Open Tools -> Evo UI -> Migration Tool.
Analyze. Choose the folder and the asset types to check: prefabs, scenes, scripts, and other assets such as ScriptableObjects and animator controllers. Then select Analyze Project. Analyzing only reads your project.
Review. Read the review notes and clear any assets you don't want to migrate. Clearing an asset also clears the assets that depend on it, so the export always applies. Then select Continue.
Export. Choose Automatic, then select "Export and Remove v1…". The tool saves the export and removes Evo UI v1. Errors about missing Evo UI types are expected until v2 is imported.
Import v2. Import Evo UI v2 and its Evo Tween dependency from the Package Manager. When Unity finishes compiling, the tool applies the export and shows the result.
Check the result. Work through the review notes on the Finish step, then test your scenes in Play Mode: input, opening and closing panels, theme changes, and lists.
Remove the tool. Select "Remove Migration Tool…" on the Finish step. Remove Tool and Data also deletes the migration data, including backups; Remove Tool Only keeps it. Migrated assets don't depend on the tool.
Automatic and manual mode
Automatic removes Evo UI v1 once the export is saved, then applies the export after v2 is imported.
- Only files from a known v1 release are removed from the two Evo UI folders. Your own files there, other Evo products, and the rest of the project stay.
- Removed files are moved to the Library folder. Until v2 is imported, Restore Evo UI v1 puts them back. After the migration, they're deleted unless Keep removed v1 files is on.
- Open scenes are closed while v1 is removed and reopened afterwards. The pending migration survives compile errors and editor restarts.
- If the export can't be applied, for example because a scene has unsaved changes, the window opens with the export loaded so you can apply it yourself.
Manual only saves the export. Use it when Automatic isn't available, for example because v1 was modified:
Export. Choose Manual and save the file outside the Evo folders.
Remove v1. Delete Assets/Evo/Evo UI and Assets/Evo/Shared. The export carries the v1 sprites, fonts, and prefabs your project still needs. Don't resave your assets until the export is applied.
Import v2 and let Unity finish compiling.
Apply. Open the tool, load your export on the Apply step, then select Apply.
Every apply backs up the files it replaces. Restore Last Apply on the Finish step undoes the latest apply, as long as the files haven't been edited since.
What's covered
The tool converts the following in scenes, prefabs, and other assets, including prefab overrides and your own components that inherit from Evo UI components.
| v1 | v2 | Notes |
|---|---|---|
| ProceduralRect | ProceduralShape | Review layer colors and shape styles. |
| Tabs / Pages | TabManager / PageManager | Tab animations become Evo Tween sequences. Review entries and indices. |
| RectDepth | RectParallax | |
| PointerTrail | Spotlight | Color, size, and timing carry over. |
| ContextMenuSection | ContextMenuSubmenu | Sections become nested sub-items. |
| ListViewCellButton | ListViewCell | Use ListView.onCellClicked for clicks. |
| UIAnimator | TweenAnimator | Each group becomes a state with the same trigger, timing, and ease. |
| Countdown | Timer | Same time, shown in one text styled like the old digits. |
| SelectionBox / SelectionBoxOverride | VirtualCursor / VirtualCursorOverride | Same padding, color, and timing, drawn as an outline. |
| TabNavigation / UINavigationFallback | UINavigationContainer | Does only what the old component did. |
| BlurOverlay | BackdropBlur | Blur strength matched to v1's. Blur Overlay Manager is removed. |
Renamed components keep their asset GUIDs and file IDs, so references keep working. Inspector listeners that called a replaced component are retargeted where the method still exists.
| Area | What's converted |
|---|---|
| Scripts | Type, member, and enum names, and TextMesh Pro casts for text fields. Code in #if !UNITY_EDITOR branches too. Comments, strings, and unrelated types stay untouched. |
| Field writes | Writes to selectedIndex, isOn, and isRunning become their v2 methods, which don't invoke events, like v1. |
| Switch and Popover events | onSwitchOn and onSwitchOff move to onValueChanged, and onShow and onHide to onStateChanged, in scripts and in the Inspector. A pair like SetActive(true) and SetActive(false) becomes one listener that receives the state. |
| Styling | Style sources move to styleProvider with remapped values, including fields in your own scripts. |
| Effects | Ripple components and the ripple, pointer trail, and cursor settings of buttons and other controls move to v2's ripple and spotlight. CanvasGroup state fades become a Tween Animator. |
| Built-in animations | Modal Window, Notification, Popover, Tabs, Dropdown, and Multi Select get Evo Tween sequences. Tooltip, Context Menu, and Menu Bar presets are copied to Assets/Evo UI Migrated Presets. |
| Procedural Shapes | The Images used by Radial Slider, Progress Button, and Color Picker become Procedural Shapes. |
| Pie Chart | The hole's radius becomes a ratio of the chart's radius. |
| v1 assets | Sprites, fonts, and prefabs that v2 doesn't include are kept. See below. |
Kept v1 assets
v2 doesn't include v1's border and shadow sprites, 12 of its 18 Inter font weights, or some prefabs, such as the vertical sliders and several button variants. Applying the export writes copies to Assets/Evo UI v1 Assets with their original GUIDs, so references and prefab instances keep working. The whole sprite library is kept; fonts, prefabs, and demo sprites only when your assets use them. Kept prefabs are migrated too.
Script changes
For code you write or update yourself. See New in v2 for the full list.