I tried porting with AssetRipper, using Deepest Sword again. All I had to do after decompiling and opening in Unity was to install Unity UI package, and it built. It was fairly broken though.
Had the idea to port the Windows version the "
normal" way (btw,
unify is really useful here) and then zombie it together with the recompiled version until it worked. I found that
globalgamemanagers determines what rendering engine to use (DirectX, Vulkan, etc.). Replacing this file makes the game launch but with the classic broken-shaders pink screen. Replacing
Resources/unity_builtin_extra fixes the graphics. However, text is still broken.
This game uses TextMeshPro which the decompiler doesn't like, and I don't know how it works or how to deal with it. If anyone has more experience with Unity or wants to TAS a Unity game, I suggest trying this method and see what you can do.
Of course, still need the ported game to work in libTAS. I don't know if there's any ways to make it more compatible when building.