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If you think that through, you would have to recreate Unity in Godot. When it comes to simple things like Update() or Start() methods, it is already quite easy to port such scripts. |
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I think this could be an addon rather than a built-in feature. Also, since Unity users can now stay unaffected by the policy change as long as they don't upgrade engine version, I think it would be easier for them to finish their existing projects in Unity, and consider trying other engines for future projects. |
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Since not many people interested in this idea and some believe it's not feasible, close this discussion |
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Migrating from Unity to Godot is a hot topic recently, due to the well known pricing plan change.
I'm thinking of Unity Polyfill (borrowed the concept from Javascript Polyfill which is is a piece of code used to provide modern functionality on older browsers that do not natively support it).
Here is how a typical Unity C# class looks like:
Imagine that there is an assembly UnityEngine.Polyfill.dll, which provides a
UnityEngine.MonoBehavior
class that allows subclasses to behave the same under Godot. That would make the migration of existing Unity projects much simpler.Of course, achieving complete feature parity takes huge efforts and may not work for some features. But the more the Polyfill covers, the more benefitial it is. Everyone can contribute to it.
If this idea is already discussed anywhere, could any one pls point me the link?
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