port-project
Skill18 starsChanged 7 days agoMITView on GitHub
Port a game or codebase to another engine or language with ReversePort — Godot, Unity, Unreal, three.js (web) and Godot C#, or language to language — unit by unit in dependency order, with API maps, converted scenes and coordinates, and a verified result. Use for "port my game to…", "move this project from Unity to Godot", "make a web version", "convert this code to TypeScript/C#/C++".
- Installs packages
In this repository16 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .claude/CLAUDE.mdCLAUDE.md
- llms.txtllms.txt
- rea-analysis-optimizationSkill
- rea-changelog-updateSkill
- rea-ci-tests-auditSkill
- rea-tool-designSkill
- reverse-engineer-anythingSkill
- build-inspectorSkill
- godot-portSkill
- port-verifySkill
- proof-caseSkill
- rebuildSkill
- reverse-engineerSkill
- troubleshootSkill
- unity-to-godotSkill
The file
We split this skill into the rules it gives an agent
3 rules. About 0 are common, 0 are distinctive, and 3 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈0
Distinctive · estimate
This author's own choices. Worth a look.
3
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 49
Every position, direction, rotation, speed or distance crosses a coordinate system: use port_convert (Unreal is centimeters and Z-up.
- Very specific: line 51
Keep public names recognisable (PascalCase/snake_case per target) so port_verify can match them.
- Very specific: line 57
Use the port-verify skill.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Port a project
The source is read-only; the port goes into a separate output project. Work in dependency order so every file you write can use the real names of what it depends on.
0. Understand and decide
re_scan {path} → engine, version, languages, entry points
re_graph {path} → cycles (port those files together), externals (need replacements)
port_map {from, to} → conventions (axes, units, lifecycle) and the API map with pitfallsTell the user the plan in a few lines: target, what converts automatically (scenes, transforms, assets, project
skeleton), what needs real porting work (scripts, shaders, UI, physics tuning), and risks (risky units, cycles,
engine features with no equivalent). Ask before starting when the target or scope is unclear.
1. Plan
port_plan {source, to:"unity"|"godot"|"godot-csharp"|"unreal"|"threejs"|<language>, name?, output?, include?, exclude?}Creates the output project with a scaffold (three.js: Vite + TypeScript + game loop; Unreal: .uproject + module; Godot: project.godot; Godot C#: .csproj; Unity: the scene-builder editor script) and PORT-PLAN.md.
2. Loop
port_copy_assets {planId} → textures, audio, models, fonts in one go
port_unit {planId} → next unit: source, symbols, apiHints (line numbers), conventions,
naming rules, dependencies with their ported symbols, checklist
scenes: port_scene {planId, unit} → converted automatically; read its notes
code: write the port yourself, then
port_write {planId, unit, files:[{path, content}], notes?}
→ fix every leftover and missingFromSource it reports before moving on
port_status {planId} → progressPorting code well:
- Translate behaviour, not syntax. Use the target engine's idioms from the map (events instead of signals, serialized references instead of node paths, coroutines/timers instead of awaits…).
- Every position, direction, rotation, speed or distance crosses a coordinate system: use
port_convert(Unreal is centimeters and Z-up; Unity mirrors Z; three.js matches Godot). - Keep public names recognisable (PascalCase/snake_case per target) so
port_verifycan match them. - Cannot port something yet? Write a
PORT:comment that says what is missing and usestatus:"partial". - Large files: port in parts, but write the whole file in one port_write (files can hold up to 8 MiB).
3. Finish
Use the port-verify skill. Then tell the user exactly how to open the result (Unity: copy Assets/ into a project,
run Tools ▸ ReversePort ▸ Build prefabs and scenes from specs; Godot: open the folder; three.js: npm install && npm run
dev; Unreal: right-click the .uproject → Generate project files, build), and what is left for them.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

