Individual skill
unity-to-godot
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.
skills/unity-to-godot/SKILL.md
Source commit 2068d8f7b23d2c70ec13a8bccb5eb2d7fe3a75e7
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- Yes
- Scanner rules are current
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- Repository scan complete
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- Observed behavior
- Local scripts
- Last checked
- Nov 5, 2026
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- Repository stars (not skill ratings)
- 18
- Repository last updated
- Nov 6, 2026
- License
- MIT
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- ai-agents Repository topic
- decompiler Repository topic
- godot Repository topic
- mcp Repository topic
- mcp-server Repository topic
- porting Repository topic
- reverse-engineering Repository topic
- unity Repository topic
- unreal-engine Repository topic
- binary-analysis Repository topic
- engineering Derived category
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# 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_scene` cannot read them.
- Keep the `.meta` files: they map GUIDs to scripts and prefabs. Run `re_refs` on the project first: a dangling
GUID (missing script, pink material) is a component the port would silently lose; fix it in Unity before planning.
- 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