I would choose the approach without backward compatibility with the original client, because in 2026 it is barely relevant anymore and would bring a huge amount of legacy baggage with it. In other words, we would prepare only Unity-friendly assets.
At the same time, modding could remain similar to the classic version. We could keep table-based data files, such as JSON, as well as textures, models, and effects in an open format—or package them into containers to improve read and write performance.
Unity is an excellent engine, and we should take full advantage of its capabilities instead of relying on outdated approaches inherited from the original game. However, this would require a significant amount of manual work.
For example, hitboxes are currently stored separately for each item worn by a character. Instead, we could attach them directly to the skeleton. This would make them accurate at all times, regardless of the equipped clothing, and would eliminate a well-known bug.
In my experiments, I also created a round-trip Blender–Unity–Blender model format. Yes, it is a custom format, but it makes it possible to load any model into a 3D editor at any time and, for example, create a new animation while keeping the rig consistently correct.
We could also use all existing clients and their resources as a foundation. This would allow us to collect every original game asset ever released in one place. However, this would require manual sorting because there are filename collisions.
In the future, this would also allow us to create universal weapons for all four races. For example, a staff could use a single model shared by all four races.
The dummy points that are currently embedded in LGO files could be moved into JSON files. Their positions and scale could then be configured directly in the client for each race. This would allow us to remove an enormous number of unnecessary duplicate weapon models from the client.
The same approach could be used when one model has multiple textures: we would simply create different variants based on the same model.
All of these changes make backward compatibility impossible, but I do not believe it is necessary anymore.
At the same time, modding could remain similar to the classic version. We could keep table-based data files, such as JSON, as well as textures, models, and effects in an open format—or package them into containers to improve read and write performance.
Unity is an excellent engine, and we should take full advantage of its capabilities instead of relying on outdated approaches inherited from the original game. However, this would require a significant amount of manual work.
For example, hitboxes are currently stored separately for each item worn by a character. Instead, we could attach them directly to the skeleton. This would make them accurate at all times, regardless of the equipped clothing, and would eliminate a well-known bug.
In my experiments, I also created a round-trip Blender–Unity–Blender model format. Yes, it is a custom format, but it makes it possible to load any model into a 3D editor at any time and, for example, create a new animation while keeping the rig consistently correct.
We could also use all existing clients and their resources as a foundation. This would allow us to collect every original game asset ever released in one place. However, this would require manual sorting because there are filename collisions.
In the future, this would also allow us to create universal weapons for all four races. For example, a staff could use a single model shared by all four races.
The dummy points that are currently embedded in LGO files could be moved into JSON files. Their positions and scale could then be configured directly in the client for each race. This would allow us to remove an enormous number of unnecessary duplicate weapon models from the client.
The same approach could be used when one model has multiple textures: we would simply create different variants based on the same model.
All of these changes make backward compatibility impossible, but I do not believe it is necessary anymore.