Unity ships everything from tiny indie prototypes to sprawling live-service titles, and that range is exactly what makes Unity porting unpredictable. No two Unity projects are architected the same way: different render pipelines, different approaches to native plugins, different levels of discipline around memory management over the years. Getting a port right starts with understanding the specific shape of your codebase, not applying a generic playbook to it.
Our team has ported Unity projects across the full spectrum, from clean, modern URP setups to legacy Mono codebases held together by years of native plugins. That breadth means we rarely run into a Unity architecture we haven’t already worked through, and when we do, we treat it with the same care as everything else, not as an edge case to work around.

We find the reflection calls, generic types, and stripped code that only show up on-device, late, and hard to reproduce, before certification does.
We trace GC spikes and rendering bottlenecks frame by frame, and fix the cause, not just the symptom.
Dozens of Unity titles through certification across every major console manufacturer, built around the requirements that catch teams off guard.
Some of the studios and publishers we’ve worked with
Five disciplines that together make up a Unity port: code, rendering, performance, certification and input.
Consoles don’t allow JIT compilation, so your project needs to run on IL2CPP, and that migration is rarely as simple as flipping a setting. Reflection calls that worked fine under Mono, generic types the AOT compiler can’t resolve, managed code stripping that silently removes something you needed: these are the failure points, and they usually only show up on-device, late, and hard to reproduce.
We go through the codebase looking for exactly these patterns before they become a certification blocker, and we rebuild each native plugin against the target platform’s SDK properly, not with a stopgap wrapper.
Whether your project runs on Built-in, URP, or HDRP, we re-target your Shader Graph and ShaderLab code for the target GPU, generating precise shader variants for each platform without bloating your build size or blowing your shader variant budget.
We also rebuild your Addressables setup and asset bundle pipeline to produce lean, platform-optimized builds, because load times and memory footprint are part of the player’s experience too, and we treat them that way.
A managed, garbage-collected language on console hardware with a fixed memory budget is a demanding combination, and it’s where we focus first. We dig into the Unity Profiler, Frame Debugger, and Memory Profiler to trace GC spikes, allocation patterns, and rendering bottlenecks frame by frame, then apply the fix that actually addresses the cause, not just the symptom.
We fine-tune IL2CPP compilation settings and platform-specific graphics APIs at a level of detail that shows up directly in the framerate graph, so your game runs the way it’s supposed to, not just the way it compiles.
Every console holder has its own certification checklist, and Unity’s platform packages only get you partway there: Player Settings, build configuration, and platform modules still need to be wired in correctly by someone who’s done it before.
We’ve taken dozens of Unity titles through certification across every major console manufacturer, so we know which requirements catch teams off guard and build around them from the start. You submit once, not three times.
A Unity game built for Keyboard+Mouse usually has UI and input logic scattered across dozens of scripts, never designed with a gamepad in mind. We consolidate that into proper Input System action maps and rework your UI Toolkit or uGUI screens so navigation, focus, and prompts feel intentional on a controller.
The result isn’t “playable with a gamepad.” It’s a version of your game that feels like it was designed for one.
Tell us about your project and where you need support. Our engineers will take it from there.

