unity-to-godot
Skill23 starsChanged 4 days agoMITView on GitHub
Port a Unity project (C#) to Godot 4 with ReversePort — MonoBehaviours to GDScript (or Godot C#), prefabs and scenes to .tscn with converted transforms, colliders, rigidbodies and prefab instances, plus the Unity-to-Godot API map. Use for "move my Unity game to Godot" or any port whose source is a Unity project.
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-projectSkill
- port-verifySkill
- proof-caseSkill
- rebuildSkill
- reverse-engineerSkill
- troubleshootSkill
The file
We split this skill into the rules it gives an agent
4 rules. About 0 are common, 1 is distinctive, and 3 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
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
- Distinctive: line 8
Use the port-project skill for the loop.
- Very specific: line 14
Keep the .meta files: they map GUIDs to scripts and prefabs.
- Very specific: line 16
Only a build, no project? re_archive on <Game>_Data/data.unity3d, sharedassets*.assets or an asset bundle lists every object, the scene …
- Very specific: line 40
After writing each script, re_apicheck {path, engine: "godot@4.x"}: models mix Godot 3 (KinematicBody2D, instance(), yield, string connect) …
≈ “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
Porting from Unity to Godot
Use the port-project skill for the loop; this skill holds the Unity-specific judgement.
Prepare the source
- Scenes and prefabs must be text: Unity → Project Settings → Editor → Asset Serialization = Force Text. Without
it
re_scenecannot read them. - Keep the
.metafiles: they map GUIDs to scripts and prefabs. Runre_refson the project first: a dangling GUID (missing script, pink material) is a component the port would silently lose; fix it in Unity before planning. - Only a build, no project?
re_archiveon<Game>_Data/data.unity3d,sharedassets*.assetsor an asset bundle lists every object, the scene list and the C# scripts each MonoBehaviour uses;action:"extract"writes textures as PNG, audio and TextAssets, and meshes as OBJ where the file keeps type trees (bundles do; player builds strip them). Code still comes fromre_binary(Mono) orre_il2cpp(IL2CPP). - GDScript or C#? Large, idiomatic C# codebases port faster to godot-csharp (only engine API calls change);
smaller or designer-facing projects read better as GDScript (
to:"godot").
What converts automatically
port_scene turns every .prefab and .unity into a .tscn: Rigidbody → RigidBody3D (kinematic →
AnimatableBody3D), CharacterController → CharacterBody3D, trigger colliders → Area3D, other colliders →
StaticBody3D, Box/Sphere/Capsule colliders → CollisionShape3D, built-in primitives → BoxMesh/SphereMesh/…, Camera,
Light, AudioSource, tags → groups, prefab instances → instanced scenes, scripts → the ported script. Transforms are
mirrored on Z. Prefab variants become inherited scenes (instance=) with m_IsActive applied and other
overrides listed. uGUI becomes Control nodes: Canvas → full-rect Control, Image/RawImage → TextureRect, Text and
TextMeshPro → Label (size, colour, alignment), Button → Button (label text, OnClick listed), Slider/Toggle/
ScrollRect/InputField/layout groups → HSlider/CheckBox/ScrollContainer/LineEdit/Box- and GridContainer, with
RectTransform anchors and offsets converted (Y flipped). Animator → an AnimationPlayer whose library holds the
ported clips plus an Animator child running the ported controller script. .anim files port to Godot
Animation resources (position/rotation/scale/property/sprite-swap/event tracks); .controller files port to a
GDScript state machine with the same states, parameters and transition conditions (blend trees and extra layers
are listed for an AnimationTree by hand). Model meshes and materials stay flagged as metadata/reverseport_todo.
Code: the usual translations
After writing each script, re_apicheck {path, engine: "godot@4.x"}: models mix Godot 3 (KinematicBody2D,
instance(), yield, string connect) into Godot 4 code and invent members; the tool names the replacement.
- One GameObject with several MonoBehaviours → one node per behaviour (child nodes) or merge them into one script.
GetComponent<T>()→ the node itself or a child ($Child); components are nodes in Godot.[SerializeField]→@export; prefab fields (GameObject) →PackedScene.- Coroutines →
await get_tree().create_timer(t).timeout; events/UnityEvent → signals. OnTriggerEnter→ the Area3Dbody_enteredsignal;Physics.Raycast→PhysicsRayQueryParameters3D.transform.forward(+Z) →-global_basis.z; degrees → radians (deg_to_rad) orrotation_degrees.Random.Range(int a, int b)excludes b;randi_rangeincludes it.- Input Manager axes/buttons → Input Map actions (create them in Project Settings, same names).
Then verify with the port-verify skill and open the folder in Godot 4.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
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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.

