Individual skill
godot-port
Port a Godot 4 project (GDScript) to Unity, Unreal Engine, three.js/web or Godot C# with ReversePort — signals, node paths, autoloads, scenes, physics bodies, input actions and coordinates done right. Use whenever the source of a port is a Godot project, including "make a web/browser version of my Godot game".
skills/godot-port/SKILL.md
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- 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 Godot
Use the port-project skill for the loop; this skill holds the Godot-specific judgement.
## Before planning
- Godot 3 source (`config_version=4` in project.godot)? Upgrade first: `port_upgrade {path, action:"apply"}`
writes a Godot 4 copy and lists what needs a human; fix those, `re_apicheck` the copy, then port from the copy.
- `re_scene {file:"project.godot"}` → main scene, autoloads (singletons), input actions, physics tick rate.
Autoloads become singletons (Unity: DontDestroyOnLoad MonoBehaviour; Unreal: GameInstanceSubsystem; web: module
singleton). Input actions must be recreated by name in the target.
- Binary `.scn`/`.res` cannot be read as text: open them in Godot and save as `.tscn`/`.tres` first.
- `port_map {from:"godot", to}` — read the conventions once; they decide naming and coordinates.