├── .gitmodules
├── LICENSE
├── README.md
├── data
├── Bar Line.prefab
├── Bar Line.prefab.meta
├── Conversation.unity
├── Conversation.unity.meta
├── Face.anim
├── Face.anim.meta
├── Half Note.controller
├── Half Note.controller.meta
├── Matte Green.mat
├── Matte Green.mat.meta
├── Scripts.meta
├── Scripts
│ ├── UpdateLED.cs
│ └── UpdateLED.cs.meta
├── WoodFine0058_30_270.jpg
├── WoodFine0058_30_270.jpg.meta
├── bar.png
├── bar.png.meta
├── talk_papyrus.wav
└── talk_papyrus.wav.meta
├── docs
└── images
│ ├── NewFeeTable.webp
│ ├── Thumbs.db
│ ├── UnityToGodot.png
│ ├── UnityToGodot.svg
│ ├── UnityToGodotRoadmap.png
│ └── crab_game_estimates.jpg
└── libs
└── Newtonsoft.Json.dll
/.gitmodules:
--------------------------------------------------------------------------------
1 | [submodule "JSONConfigFile"]
2 | path = JSONConfigFile
3 | url = https://github.com/98teg/JSONConfigFile.git
4 | [submodule "tscn2json"]
5 | path = tscn2json
6 | url = https://github.com/saperio/tscn2json.git
7 | [submodule "UnityToJSON"]
8 | path = UnityToJSON
9 | url = https://github.com/RobertoMalatesta/UnityToJSON.git
10 | [submodule "unity-godot-compat"]
11 | path = unity-godot-compat
12 | url = https://github.com/NathanWarden/unity-godot-compat.git
13 | [submodule "unity_to_godot_converter"]
14 | path = unity_to_godot_converter
15 | url = https://github.com/Zylann/unity_to_godot_converter.git
16 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 | Copyright (c) 2023 Anthogonyst
3 |
4 | Permission is hereby granted, free of charge, to any person obtaining a copy
5 | of this software and associated documentation files (the "Software"), to deal
6 | in the Software without restriction, including without limitation the rights
7 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
8 | copies of the Software, and to permit persons to whom the Software is
9 | furnished to do so, subject to the following conditions:
10 |
11 | The above copyright notice and this permission notice shall be included in all
12 | copies or substantial portions of the Software.
13 |
14 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
15 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
17 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
18 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
19 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
20 | SOFTWARE.
21 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 |
2 | # Unity to Godot Toolkit Converter
3 |
4 |
5 |
6 | Provided is a set of tools meant to take a Unity project and prepare its assets for Godot imports. The repo was recently updated to use submodules and may introduce breaking changes to old projects. In order to download each tool, follow these steps:
7 |
8 | 1. Clone this repository: `git clone https://github.com/Anthogonyst/UnityToGodot.git`
9 | 2. Initialize and download the submodules: `git submodule update --init --recursive`
10 |
11 | Additionally, some data files are provided in `data/` so that you can develop tests for some unexpected results that can occur with yaml files and Unity files in general. Feel free to copy and use them as necessary because they come from my other open source project.
12 |
13 |
14 | ## Motivation
15 |
16 | Unity announced on 9/12/2023 that they will start charging free to play game developers by the number of downloads by 2024. They later revised a series of claims and mishaps to move to a pay per download model that ultimately shut down alot of progress in the games industry. As a result of their unstable business model, this repository aggregates some tools to help transition Unity engine projects into Godot engine instead.
17 |
18 |
19 | ## Contributing
20 |
21 | Please fork, send PRs, and use discussions to debate on what kind of tools we need to make this possible and feel free to add them as a submodule. This will enable the most up-to-date downloads possible and keep track of where to find the original develoeprs.
22 |
23 |
24 | Additionally, we have the following graphic as a more general roadmap.
25 |
26 | 
27 |
28 |
29 | # Credits
30 |
31 | Thank you Beryesa for the logo design!
32 |
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968 |
969 | sherlock eyeroll right nowait: Yes, well done John. {w=1.5}
970 |
971 | You catch on quickly don''t you?
972 |
973 | sherlock >>>:
974 |
975 | hide john "offscreen left": I sure do.
976 |
977 |
978 | -- This is a comment, it doesn''t appear in the conversation
979 |
980 |
981 | john angry left nowait: Wait {w=0.6}
982 |
983 | middle noclear:, what!
984 |
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1073 | luaScript: '-- Gobal variables can be embedded using the {$VarName} syntax.
1074 |
1075 | adjective = "riveting"
1076 |
1077 |
1078 | conversation [[
1079 |
1080 | sherlock excited <<<: AHA! So that''s how you do a conversation from Lua!
1081 |
1082 | Fascinating.
1083 |
1084 | john bored left: Yes, {$adjective}.
1085 |
1086 |
1087 | john hide:
1088 |
1089 | sherlock hide:
1090 |
1091 | ]]'
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class UpdateLED : MonoBehaviour {
6 |
7 | public int offset = 50;
8 | public SpriteRenderer led;
9 | public float waitTimeTillOff = 4f;
10 | public List ledScreens;
11 | private bool safety = true;
12 | private bool screenIsOn = false;
13 |
14 | void Start() {
15 | if (led == null || ledScreens.Count != 13) {
16 | Debug.Log("Incorrectly instantiated LED screen. " + transform.name);
17 | safety = false;
18 | }
19 | }
20 |
21 | public bool displayPianoKey(int n) {
22 | if (safety) {
23 | n = (n + offset) % 12;
24 | led.sprite = ledScreens[n];
25 | screenIsOn = true;
26 |
27 | CancelInvoke();
28 | Invoke("turnOffLED", waitTimeTillOff);
29 | return true;
30 | }
31 | return false;
32 | }
33 |
34 | public bool turnOffLED() {
35 | if (safety) {
36 | led.sprite = ledScreens[12];
37 | screenIsOn = false;
38 | return true;
39 | }
40 | return false;
41 | }
42 |
43 | public bool isOn() {
44 | return screenIsOn;
45 | }
46 | }
47 |
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