csolisr,

Original poster of the linked message here, let me share the links for your convenience:

github.com/barcoderdev/unitypackage_godot

github.com/V-Sekai/unidot_importer

wertercatt,

Cheers!

anlumo,

Porting a game from one engine to another feels kinda ridiculous. They’re not even sharing a programming language.

This is more like a restart from scratch.

justinkd,
@justinkd@mastodon.social avatar

@anlumo @wertercatt a lot of the concepts just different names so keep your original game as a reference and look up the equivalent in gdscript or c++.

BeigeAgenda,
@BeigeAgenda@lemmy.ca avatar

True, it really depends on how the code is structured, if the project from the beginning have been written to support multiple engines. Or more likely totally integrated with a single engine.

Lmaydev,

It depends how you structure your code.

If you write your whole game an enclosed system and then integrate the game engine at the point graphics etc. are needed it’s not such a slog.

But I would imagine many, maybe most, people don’t do this.

They both support C# so if you wrote it separately integration shouldn’t be too hard.

AdmiralShat,

I was able to port over several of my demo projects quickly because I originally wrote C# console applications and then refactored as I went when bringing it into a Unity project. I find this approach is actually easier for structure, as it decouples my code from the engine except for places where it’s absolutely necessary. I didn’t build it like this with the intention of moving over, but it made more sense to write my own logic for my own objects rather than make a game with a shit load of the bloated GameObjects Unity offers.

Swapping over to Godot was a breeze, all I had to do was learn the Godot specific calls for mostly the same stuff and plug and play. Super easy

BeigeAgenda,
@BeigeAgenda@lemmy.ca avatar

Thanks Unity for indirectly pushing for open source software.

bingbong,

Reddit 🤝 Unity

indirectly pushing for open source software

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