Upgrade GES 1.3.0 to GES 2.0
GES 2.0 is a major-version replacement. The supported migration keeps every recoverable database sub-asset, custom event type, generated bridge, FlowGraph, manager binding, and serialized scene, Prefab, or ScriptableObject reference under its original Unity asset identity.
Export the 1.3 project
Commit or back up the compiling GES 1.3.0 project, then import the standalone migration exporter supplied with GES 2.0. Open:
Tools > TinyGiants > GES > Export Event Data
Save the .gesmigration file outside Assets. Do not uninstall 1.3 while the export reports an Error. Warnings identify source APIs that need updating or closed DLLs that must be rebuilt against 2.0.
The archive contains byte-for-byte copies and .meta files for user databases, custom/generated code, FlowGraphs, Graphs, and every asset that owns a recorded event reference. Its manifest protects each file with SHA-256 and records database GUIDs, event local file IDs, internal GUIDs, runtime types, script identities, and exact serialized property paths.
Replace the product files
After the archive succeeds, remove only:
Assets/TinyGiants/GameEventSystem
Assets/TinyGiants/GESMigration
Keep TinyGiantsData, project scenes, Prefabs, scripts, asmdefs, and Shared when GCS or another TinyGiants product uses it. Shared does not own custom event data; Unity preserves those references through the database asset GUID and event sub-asset local file ID. Temporary compile errors after removing the 1.3 runtime and migration exporter are expected.
Install the complete GES 2.0 package and wait for compilation to finish. Open:
Tools > TinyGiants > GES > Game Event System
In Tools & Utilities, click Open beside Import Event Data.
The importer checks archive integrity, existing paths, and duplicate GUIDs before writing. It never overwrites a different file. If restored scripts trigger a domain reload, final validation resumes automatically after compilation.
Accept the migrated project
A successful result confirms every archived file hash, event identity, runtime type, script GUID, and exact recorded reference path. Keep the external archive while you open affected scenes, inspect representative Prefabs and ScriptableObjects, run Play Mode, bake AOT conditions, and make the same player build used for release.
If validation fails, keep the reported recovery files. The validation dialog's Roll Back action removes only files created by the last import that still match their archived checksum. It never removes an existing or subsequently modified file.
Projects without custom event types use the same path because their database sub-assets, built-in typed events, manager bindings, and project references still need identity validation. Corrupt databases, missing custom scripts during export, duplicate GUIDs, changed archive payloads, and closed DLLs that cannot be rebuilt are blocked instead of being accepted as a partial migration.