Links gamefromscratch.com/move-from-unity-to-godot-engine-in-seconds/ Bundles From Demo Polygon Assets by Animpic: www.humblebundle.com/software/polygon-assets-animpic-studio-software?partner=gamefromscratch Eldimar Ultimate Unity Assets www.humblebundle.com/software/polygon-assets-animpic-studio-software?partner=gamefromscratch Unreal Engine to Unity Video ua-cam.com/video/N6zLAxOuZbk/v-deo.html The above links contains a code that enables you to direct a portion of your purchase to support GFS (and thanks so much if you do!)
Greetings dear Unity noobs, indie devs or professional devs who decided to switch to Godot after they heard of the installation fee. I hope that we will all successfully convert our Unity game to Godot :D
I'm halfway through making this game, Was planning on launching the kickstarter in a few weeks. I'm praying to gods this works because otherwise ALL of my work is gone. What they're doing is disgusting.
I've been working on a personal project within Unity for a while to help with my portfolio and skills, and if Unity does decide to commit to this install fee, both the horrible game engine and the company will die out. I welcome Godot, I just hope I can get used to the new layout and framework.
I'm about 25% done with the game using unity and then they hit me with that news but I'm trying Godot and it's just not working for me It's too hard and complicated to do basic things that I did in unity
My previos comment aged like milk, godot itself dodn't want to work with my c# I have been awake all night checking on sdks, mcsft dev kits and modifying internal files, I give up
@@neverstepd7 checkout w4games for console stuff. Currently it is not ready for it but should come soon (currently in EA and planned to release Q1 2024).
This is an incredible leap forward. Porting to different software is never easy, but this changes a whole lot. Anyone thinking of converting just got another reason to do so.
Now all we need is something to port the C# across. Although that might be a difficulat task since the core abstractions of Unity and Godot are quite different.
Converting 3D assets to be displayed in different engines is FAR from the same as porting/converting all the code, logic, physics, game loops, and things like "components". The 3D and sprites, is the easy part.
Yeah, all the models I have can be opened on blender and saves to whatever file type the engine uses. What I want is to be able to convert my unity tools and plugins over to other engines. I feel like I've wasted money because I no longer want to use unity and have a bunch of plugins that are unusable.
I shall export this game to unity from unreal. And then To Godot from unity. And now let's see how mangled the code is when we export from Godot to unreal
@@Hyder61112 “It just shows how lazy people are! Just build your own house manually!” That is you. That is what you sound like. It is fine if you do, but not everyone has the time and resources.
I'm a total beginner in game dev but not coding. I've tried Unreal and Unity and they both just seem like excess for me. I've been working in Godot 4 and it's just much easier to get into and also a huge bonus is that it's not taking up loads of space or resources on my less than stellar laptop. With Unity and Unreal I have to use my PC but with Godot I can work on my laptop also.
I came back here after Unity pricing change XD. Are there solutions to convert unity script, editor script, shader, particle system, vfx graph to Godot?
I'd like to thank you for this tutoria, but I couldn't get it to function properly. For the first method I could not find anything to download as for the unitypackage_util dependency. Everything was expired. The second method worked otherwise, but the scenes were not reproduced properly at all, not even in the ballpark. These are 2D scenes; the importer made all the nodes 2D instead of 3D and lost the references to any sprites, so all was blank. It did have items on the screen, however, but apparently there also are big differences in scaling between the scenes in my Unity project and Godot. Hopefully other people have more success than I did, but I'll be rebuilding my scenes in Godot by hand.
This needs to be integrated with a upcoming stable version of Godot. Then a account linker and local asset folder manager, so you can drag and drop assets directly into your Godot project, filtered by a licence compatible with your project. oh and auto generated export licence folder that properly credits MIT licence assets for you, when you export your project.
"I felt a great disturbance in the Force, as if millions of voices suddenly cried out in terror and were suddenly silenced. I fear something terrible has happened" - Obi-Wan
I'm here to see all the Unity devs' comments! Welcome to Godot, I don't know what's going on exactly, but it's really sad that there's some kind of fee now? Makes Unity pretty untrustworthy
i feel like unity scene is quite misleading. like no effort was done to create functional lighting, shadow lighting or reflection probes or post processing but the godot engine has all that even the sky
This was actually a fluke of the video. No manual processing was done. That asset just ended up looking better in Godot with the default lighting setup.
@@gamefromscratch thats fair. im just glad godot has stuff like post processing, now i just have to learn how to use it. i mean getting good lighting in godot when settingup
Hi there, thanks so much for this info. I'm having some trouble with the unitypackage_util download. It says 'expired'. Clicking build-windows says 'The logs for this run have expired and are no longer available.' Is there a way we can still access this .exe?
That is unfortunate, it seems those builds expired. That means you need to build it yourself. On the bright side, it's not actually that hard or scary, its a rust project. Just do the follow steps: Go to the Rust website and install Rust, or use a package manager if your platform has one (like brew on mac or apt on linux). If prompted, let Rust install itself to your path. Assuming you have git installed (if not, install git for your platform too). Open a terminal and go to an empty directoy Run: git clone github.com/barcoderdev/unitypackage_util.git cd unitypackage_util cargo build This will then invoke the Rust compiler and build the exe for you. It will be in the folder Target/Debug if the compile suceeded.
@@JagGentlemannwell that error you write is not even helping. Should copy entire error (or looks to google). But from my experience (not building rust but usually more or less the same), link error is most of the time library problem. Either you don't have the library or not in the correct path. You might want to install mingw, build tools (microsoft build tools), etc.
What is the legality of this? If I purchase a 3rd party asset from unity asset store, will I have the license to use the asset in another game engine commercially?
Generally yes. The exception is normally if the asset comes directly from the engine manufacturer (ie Unity samples), which are often under a different license then asset store assets.
It's a shame that Barcoder's solution hasn't had any updates since this came out. Some discussion on the Unidot repo suggesting that they've fixed the official version of FBX2glTF. It's really unclear which is the best to use and what is and isn't supported. There's also a huge room for improvement in dev experience. I'm thinking maybe a docker image could run these imports using the command line without having to clone anything or configure paths.
The first thing i noticed was your framerate in Godot editor was lacking compared to Unity, Is that something you've noticed immediately when using other software such as your screen capture, Obs? It's pretty light and is what I use but you may be using a capture card and something heavier, still.... Have you found it to be a useful engine or is this still early development and you wouldn't recommend 3d yet?
Framerate is no different, both are limited by the 60hz nature of the monitor, or the 30hz rate I was capturing the video out. The big difference is, at default input scale, the navigation speed around the environment was about 10x higher than unity over Godot. This gives the impression of higher framerates where none exists.
@@gamefromscratch This reminds me it may be interesting topic to make video about scaling and how it is different in engines. It just don't work that picking unit == meter/inch as scaling is coupled with physic engine and rendering effects, and defaults works in some specific situation. Physics are most sensitive, wrong scale and collisions seems to be "off" or they don't work as they should.
I worrie currently the most about porting some scripts, the shaders made with shader graph or the asset tileworldcreator-3 I bought that was meant to help me create a 3D world that still somehow feels a bit like it was made in RPG maker, just with 3D Models. Cause of the current Unity news I am not sure if I should stay with Unity anymore but I don't want to lose the tiny little progress that got already made .
This is the issue I have, I have a couple of plugins that I use all the time that would need to be ported over to a new engine and I bought a couple templates at the beginning of my dev journey that a couple of projects use as a base. Porting over the assets isn't the issue, the scripts and plugins are what I'm concerned with. I'm not confident in stripping code and recompiling for another engine, a little guide would do me wonders for this though.
This video will be extremely useful given that Unity is changing their licensing to retroactively charge developers for each install of the Unity runtime and devs are threatening to pull their game from sale and distribution, and many unfinished games are going to be cancelled. This gives them an option to migrate to Godot and thus save their games.
I tried your instruction, but it doesn't work now, because I can't find a unitypackage_util executable anymore, the Github repo only has source now. Where can I get the executable for linux?
I tested both importers with some Synty packages and unfortunately both don't work for me :( Either something is missing or the meshes are completely messed up.
I've seen this mentioned a few times. When I did this video I was using Godot 4, and 4.1 has been released since. Perhaps try it with an older build of Godot 4.0 and see if it works. Something in the 4.1 migration may have broken it, I know they are working heavily on the GDExtension system right now.
There are actually some pretty nice options out of the box for exporting from Unreal to Godot as it is. It has a quite good glTF exporter (as well as FBX and others) built in, and can do entire levels at once. You can also proxy through USD if you're willing to deal with the pain of Omniverse, and get basically perfect results. gamefromscratch.com/exporting-from-unreal-engine-to-godot-unity-or-blender/
@@gamefromscratch i was wondering what happening with Omniverse, why use this instead of Omniverse... "D if you're willing to deal with the pain" ok, that says a lot, lol, i think it may be like wine in the early days
it doesnt work with latest godot mono as i tested propably wont work with others too tested both repositories and its crashing/failing to load and after some tweaks you will need to redo all scripts to make it work...
I wonder if someone could use ChatGPT to do the same with code. Where it would convert all you scripts and logic to work in another engine. I’ve been using it to help my write a good chunk of my code as well as optimise and refactor my hand written stuff. It seems like something it would be capable of doing.
LOL The Godot version looks better! WTF? I am long time Unity user, but I am not biased. I am just shocked, Godot's 3D's capabilities are way inferior, but somehow this asset looked better (IMO) in Godot. Great job Godot
Great job always believing in Godot. At least for me, this video is the first result when you type "Unity to Godot," and that's probably a really popular search term now
I googled it actually, and apparently it is allowed; unity support even has a page explaining how to use Asset Store assets in other engines. (can't link, or my comment gets hidden)
Aside from this video being strictly informative, Godot has for some reason really strong lobbying community, there's no other engine that cries that much "please use me" :) Unity even being what it is with all the problems and such, does not try to convince anyone to use (I mean Unity community, I guess, at most they would advice you to "not use Unity" and continue to use it themselves :)
Yeah, figured that out after the fact. I was tripped up for a second seeing something I didn't expect to see, and made my brain mentally short circuit.
I'm guessing this will not work for terrain, GPU particles, water and other stuffs. Godot's functionalities are just too limited and the engine is a million miles behind. I will like to see a Unity to unreal export.
@@Gladstone-hk9xw I use unreal for games and unity for non-gaming educational apps. I've played around with unigine, Flax, stride and Godot. Godot is by far the worst of them.
Yeah, exactly - you've 'played around' with them. Funny how all the comments badmouthing Godot are from people who don't know how to use it properly. I can assure you it more than holds its own against Unity, IF you actually know what you're doing.
@@Gladstone-hk9xw LOL. if godot is better than unity, then it means Godot devs are just lazy and untalented because the games/apps made with godot are subpar garbage. I am yet to see a proper looking game, AR/VR app, educational app, robotic sim, etc made with godot. Where are all these great stuffs if godot is go great? Even unity's 2015 demo about the Blacksmith looks better than anything Godot has ever produced. Lmaooo
What else can godot render aside basic low poly stuff? I was expecting to see a proper example scene here. I used Godot for the past 3 months and it is still stuck in the stone ages.
Example photorealistic scenery. Just create photorealistic assets in your modelling tools and import. Remember that 70-90% game development for games that has good fidelity graphics, is modelling work. That's why big AAA game studios have army of artists.
Style doesn't matter, this specific thing is bickering over image textures mostly, Godot's renderer is not so bad that you'd notice problems in higher definition models any more then any other game engine.
Links
gamefromscratch.com/move-from-unity-to-godot-engine-in-seconds/
Bundles From Demo
Polygon Assets by Animpic:
www.humblebundle.com/software/polygon-assets-animpic-studio-software?partner=gamefromscratch
Eldimar Ultimate Unity Assets
www.humblebundle.com/software/polygon-assets-animpic-studio-software?partner=gamefromscratch
Unreal Engine to Unity Video
ua-cam.com/video/N6zLAxOuZbk/v-deo.html
The above links contains a code that enables you to direct a portion of your purchase to support GFS (and thanks so much if you do!)
i think you need to thank unity for making a 3 month old video relevant again lol
4:00 what if I want to import assets to an exissting project?
5:39 I get error Invalid get index '0' (on base: 'Nil').
Greetings dear Unity noobs, indie devs or professional devs who decided to switch to Godot after they heard of the installation fee. I hope that we will all successfully convert our Unity game to Godot :D
I'm halfway through making this game, Was planning on launching the kickstarter in a few weeks. I'm praying to gods this works because otherwise ALL of my work is gone. What they're doing is disgusting.
Thanks, fellow dev
I've been working on a personal project within Unity for a while to help with my portfolio and skills, and if Unity does decide to commit to this install fee, both the horrible game engine and the company will die out.
I welcome Godot, I just hope I can get used to the new layout and framework.
@@happygal8804what do you mean if?
I'm about 25% done with the game using unity and then they hit me with that news but I'm trying Godot and it's just not working for me It's too hard and complicated to do basic things that I did in unity
Who's here after the Unity announcement?
haha yeah :D
I have my game almost done, so yeah
Its so cool that we don't necessarily have to start from scratch to switch to a more trustable engine.
My previos comment aged like milk, godot itself dodn't want to work with my c# I have been awake all night checking on sdks, mcsft dev kits and modifying internal files, I give up
@@neverstepd7 checkout w4games for console stuff. Currently it is not ready for it but should come soon (currently in EA and planned to release Q1 2024).
We didnt know just how needed this would be! Thanks
Yeah. bro predicted the fall of unity
Ah, this is now VERY RELEVANT.
This video is about to get *very* popular if I had to guess
Really great for humble bundles, thanks for the showcase!
just a random comment just to support the video and both communities
Hello Unity forums, nice to meet again.
This gonna be veeeeery popular right now!
This is an incredible leap forward. Porting to different software is never easy, but this changes a whole lot. Anyone thinking of converting just got another reason to do so.
I'm assuming this became a much more popular video all of a sudden...
Now all we need is something to port the C# across. Although that might be a difficulat task since the core abstractions of Unity and Godot are quite different.
@@kidmosey its more that Godot doesn't share the component architecture. I suppose it could be implemented, but it might be a weird fit
All roads lead to Godot. Just what we needed.
Brace this shit is about to blow up
This will come in handy. Thank you.
Converting 3D assets to be displayed in different engines is FAR from the same as porting/converting all the code, logic, physics, game loops, and things like "components". The 3D and sprites, is the easy part.
It's a start I suppose and it does save some time. Certainly beats creating entire levels all over again.
@@Jephed_ Sure but not all games are "3D character running around in 3D world."
@@Spore-Productions true
Yeah, all the models I have can be opened on blender and saves to whatever file type the engine uses. What I want is to be able to convert my unity tools and plugins over to other engines. I feel like I've wasted money because I no longer want to use unity and have a bunch of plugins that are unusable.
Now we just need Godot to Unreal to complete the cycle 😂
I shall export this game to unity from unreal. And then To Godot from unity. And now let's see how mangled the code is when we export from Godot to unreal
@@shadowlordalpha No code is passing through. Only scenes, models, materials, and I don't know about animations.
It shows how lazy poeple are. just do things manually !
@Hyder Ali Najie but Google translate is so much better /s
@@Hyder61112 “It just shows how lazy people are! Just build your own house manually!”
That is you. That is what you sound like. It is fine if you do, but not everyone has the time and resources.
Hi Unity Runtime Fee victims team
Hi Unity devs... again.
I'm a total beginner in game dev but not coding. I've tried Unreal and Unity and they both just seem like excess for me. I've been working in Godot 4 and it's just much easier to get into and also a huge bonus is that it's not taking up loads of space or resources on my less than stellar laptop. With Unity and Unreal I have to use my PC but with Godot I can work on my laptop also.
I have the opposite experience where I think unity is the easiest
@@johnsartain4160 Unity is dead
@@AkumanoKuma2236 I am too
Bro what, godot is now amazing
I came back here after Unity pricing change XD.
Are there solutions to convert unity script, editor script, shader, particle system, vfx graph to Godot?
Same question
first time i see the default light from godot actually look better '-'
It looked more natural in Godot to me also.
So this is how you can skip new price of license unity
we need a good "Every Godot 4 Node Explained video."
I'd like to thank you for this tutoria, but I couldn't get it to function properly. For the first method I could not find anything to download as for the unitypackage_util dependency. Everything was expired. The second method worked otherwise, but the scenes were not reproduced properly at all, not even in the ballpark. These are 2D scenes; the importer made all the nodes 2D instead of 3D and lost the references to any sprites, so all was blank. It did have items on the screen, however, but apparently there also are big differences in scaling between the scenes in my Unity project and Godot. Hopefully other people have more success than I did, but I'll be rebuilding my scenes in Godot by hand.
This looks very promising. I hope it gets folded into the next Godot release as default options.
This needs to be integrated with a upcoming stable version of Godot. Then a account linker and local asset folder manager, so you can drag and drop assets directly into your Godot project, filtered by a licence compatible with your project. oh and auto generated export licence folder that properly credits MIT licence assets for you, when you export your project.
Thank you for this valuable information, Mike!
Mike please, I can't afford to know about this.
All your wallets are belong to us!
People are GONNA NEED this next year
My man, invest your time in making an complete Unity to Godot series because this is a golden opportunity now
Total agree! @gamefromscratch
It would be cool a plugin that converts a scene from Unity 3d directly to Unreal 5 in a few clicks
The unitypackate_util link is NOT showing the exe file that is needed. Please send a correct link for this.
Due to the situation, a batch unity to godot convertor would be brilliant.
"I felt a great disturbance in the Force, as if millions of voices suddenly cried out in terror and were suddenly silenced. I fear something terrible has happened" - Obi-Wan
I'm here to see all the Unity devs' comments! Welcome to Godot, I don't know what's going on exactly, but it's really sad that there's some kind of fee now? Makes Unity pretty untrustworthy
i feel like unity scene is quite misleading. like no effort was done to create functional lighting, shadow lighting or reflection probes or post processing but the godot engine has all that even the sky
This was actually a fluke of the video. No manual processing was done. That asset just ended up looking better in Godot with the default lighting setup.
@@gamefromscratch
thats fair.
im just glad godot has stuff like post processing, now i just have to learn how to use it.
i mean getting good lighting in godot when settingup
Now we need script conversions too. time to jump on the project unifree bandwagon and get this next part working.
Holy sh*t...thank you for doing this video. This is a game-changer.
Is it still the case that you need the custom version of FBX2gltf? Is there a reason we cannot use the Godot version of the converter?
Hi there, thanks so much for this info.
I'm having some trouble with the unitypackage_util download. It says 'expired'. Clicking build-windows says 'The logs for this run have expired and are no longer available.'
Is there a way we can still access this .exe?
That is unfortunate, it seems those builds expired. That means you need to build it yourself. On the bright side, it's not actually that hard or scary, its a rust project. Just do the follow steps:
Go to the Rust website and install Rust, or use a package manager if your platform has one (like brew on mac or apt on linux).
If prompted, let Rust install itself to your path. Assuming you have git installed (if not, install git for your platform too).
Open a terminal and go to an empty directoy
Run:
git clone github.com/barcoderdev/unitypackage_util.git
cd unitypackage_util
cargo build
This will then invoke the Rust compiler and build the exe for you. It will be in the folder Target/Debug if the compile suceeded.
@@gamefromscratch And if the compile didn't succed? I get an error about link.exe or something.
@@JagGentlemannwell that error you write is not even helping. Should copy entire error (or looks to google).
But from my experience (not building rust but usually more or less the same), link error is most of the time library problem. Either you don't have the library or not in the correct path. You might want to install mingw, build tools (microsoft build tools), etc.
Thanks so much Mike!
@@gamefromscratch
That totally worked for me!
Amazing! Thanks for your time.
How to change it so that the code is imported in C#? And does all the logic then also work without problems in Godot?
The code is not imported at all unfortunately, this will only convert assets over. You will have to rewrite game logic.
@@gamefromscratch Thanks for your quick answer. Oh this is bad okay. But at least a little help.
lets go everyone coming to godot with the new unity pricing bs
What is the legality of this? If I purchase a 3rd party asset from unity asset store, will I have the license to use the asset in another game engine commercially?
Generally yes. The exception is normally if the asset comes directly from the engine manufacturer (ie Unity samples), which are often under a different license then asset store assets.
We're gonna need it. Thank You man! o7
It's a shame that Barcoder's solution hasn't had any updates since this came out. Some discussion on the Unidot repo suggesting that they've fixed the official version of FBX2glTF. It's really unclear which is the best to use and what is and isn't supported. There's also a huge room for improvement in dev experience. I'm thinking maybe a docker image could run these imports using the command line without having to clone anything or configure paths.
You can skip Unity and go straight to Godot.
The first thing i noticed was your framerate in Godot editor was lacking compared to Unity,
Is that something you've noticed immediately when using other software such as your screen capture,
Obs? It's pretty light and is what I use but you may be using a capture card and something heavier, still....
Have you found it to be a useful engine or is this still early development and you wouldn't recommend 3d yet?
Framerate is no different, both are limited by the 60hz nature of the monitor, or the 30hz rate I was capturing the video out.
The big difference is, at default input scale, the navigation speed around the environment was about 10x higher than unity over Godot. This gives the impression of higher framerates where none exists.
@@gamefromscratch
This reminds me it may be interesting topic to make video about scaling and how it is different in engines.
It just don't work that picking unit == meter/inch as scaling is coupled with physic engine and rendering effects, and defaults works in some specific situation. Physics are most sensitive, wrong scale and collisions seems to be "off" or they don't work as they should.
@@Hepsvljn Something tells me the above post will not age well...and Brackeys would agree....
I worrie currently the most about porting some scripts, the shaders made with shader graph or the asset tileworldcreator-3 I bought that was meant to help me create a 3D world that still somehow feels a bit like it was made in RPG maker, just with 3D Models.
Cause of the current Unity news I am not sure if I should stay with Unity anymore but I don't want to lose the tiny little progress that got already made .
This is the issue I have, I have a couple of plugins that I use all the time that would need to be ported over to a new engine and I bought a couple templates at the beginning of my dev journey that a couple of projects use as a base. Porting over the assets isn't the issue, the scripts and plugins are what I'm concerned with. I'm not confident in stripping code and recompiling for another engine, a little guide would do me wonders for this though.
Does this also work with framework and scripts like playmaker and adventure creator?
Thank you so mucht! Those are exactly the assets I want to port too xD
Well. This came in handy
This wont do scripts etc right? just meshes/textures
This video will be extremely useful given that Unity is changing their licensing to retroactively charge developers for each install of the Unity runtime and devs are threatening to pull their game from sale and distribution, and many unfinished games are going to be cancelled.
This gives them an option to migrate to Godot and thus save their games.
I tried your instruction, but it doesn't work now, because I can't find a unitypackage_util executable anymore, the Github repo only has source now. Where can I get the executable for linux?
If you download Rust and clone the util repo, you can build the util executable on your machine.
Thank you
I tested both importers with some Synty packages and unfortunately both don't work for me :( Either something is missing or the meshes are completely messed up.
the exe is missing for unitypackage_utl
The unitypackage_util doesn't work
I've seen this mentioned a few times. When I did this video I was using Godot 4, and 4.1 has been released since. Perhaps try it with an older build of Godot 4.0 and see if it works. Something in the 4.1 migration may have broken it, I know they are working heavily on the GDExtension system right now.
@@gamefromscratch sorry, i wanted to mean that the unitypackage_util.exe is not downloable, it sais expired. There's another way to obtain it?
if you can go from unreal to unity, and can go from unity to godot, so you an go from unreal to godot as well!
There are actually some pretty nice options out of the box for exporting from Unreal to Godot as it is. It has a quite good glTF exporter (as well as FBX and others) built in, and can do entire levels at once. You can also proxy through USD if you're willing to deal with the pain of Omniverse, and get basically perfect results.
gamefromscratch.com/exporting-from-unreal-engine-to-godot-unity-or-blender/
@@gamefromscratch i was wondering what happening with Omniverse, why use this instead of Omniverse...
"D if you're willing to deal with the pain"
ok, that says a lot, lol, i think it may be like wine in the early days
it doesnt work with latest godot mono as i tested propably wont work with others too
tested both repositories and its crashing/failing to load and after some tweaks you will need to redo all scripts to make it work...
this video got any bump up in views?
If there's anything I've learned in the past few weeks, it's to stick to free and open source engines!
This is the best…
Just wondering if this works for 2D games as well?
will look
I wonder if someone could use ChatGPT to do the same with code. Where it would convert all you scripts and logic to work in another engine.
I’ve been using it to help my write a good chunk of my code as well as optimise and refactor my hand written stuff. It seems like something it would be capable of doing.
Just saw it attempted an FPS Controller import. I wonder how good it is at this conversion.
Link?
BRO YOU KNEW! YOU KNEW UNITY WAS GONNA DIE XD
Sadly this doesn't convert everything
LOL The Godot version looks better! WTF? I am long time Unity user, but I am not biased. I am just shocked, Godot's 3D's capabilities are way inferior, but somehow this asset looked better (IMO) in Godot. Great job Godot
well the unity one uses no sky while godot ia and uses global illumination called sdfgi.
the unitypackage_util doesnt have an exe to download anymore
No sadly it needs to be built now. I gave step by step instructions in another comment.
thanks, found the comment@@gamefromscratch
This method doesn't work as of now.
What about unitypackage
Great job always believing in Godot. At least for me, this video is the first result when you type "Unity to Godot," and that's probably a really popular search term now
Welp
You should not use Unity Assets in Godot, as the license does not allow it
I googled it actually, and apparently it is allowed; unity support even has a page explaining how to use Asset Store assets in other engines. (can't link, or my comment gets hidden)
If you were using the asset store in unity, do not forget to check the licenses beforehand or you may be financially ruined :> fyi
Does this work also for scripts?
No
Is it pronounced uni-dot or uni-doe, as in Guh-doe?
Aside from this video being strictly informative, Godot has for some reason really strong lobbying community, there's no other engine that cries that much "please use me" :) Unity even being what it is with all the problems and such, does not try to convince anyone to use (I mean Unity community, I guess, at most they would advice you to "not use Unity" and continue to use it themselves :)
That was not trying to bring logic, it just brought an object called PlayerControllerFPS, end of story.
Yeah, figured that out after the fact. I was tripped up for a second seeing something I didn't expect to see, and made my brain mentally short circuit.
Is there Godot to Unity?
Godot has built in gltf export. So sorra
@@gamefromscratch I have some 2D project in Godot that I would like to repackage for Unity, but didn't find a tool to do it
I don't think I've seen _worse_ timing in a while lol
I'm guessing this will not work for terrain, GPU particles, water and other stuffs. Godot's functionalities are just too limited and the engine is a million miles behind. I will like to see a Unity to unreal export.
It’ll work for gpu particles just fine. Terrain I think they integrated it with a terrain plugin. I think it’s only water now
Another day, another clueless comment from the Unity fanboi 😆
@@Gladstone-hk9xw I use unreal for games and unity for non-gaming educational apps. I've played around with unigine, Flax, stride and Godot. Godot is by far the worst of them.
Yeah, exactly - you've 'played around' with them. Funny how all the comments badmouthing Godot are from people who don't know how to use it properly. I can assure you it more than holds its own against Unity, IF you actually know what you're doing.
@@Gladstone-hk9xw LOL. if godot is better than unity, then it means Godot devs are just lazy and untalented because the games/apps made with godot are subpar garbage. I am yet to see a proper looking game, AR/VR app, educational app, robotic sim, etc made with godot. Where are all these great stuffs if godot is go great? Even unity's 2015 demo about the Blacksmith looks better than anything Godot has ever produced. Lmaooo
What else can godot render aside basic low poly stuff? I was expecting to see a proper example scene here. I used Godot for the past 3 months and it is still stuck in the stone ages.
Art style really shouldn't impact it in the slightest, I just had these two asset packs at hand because I recently covered them with Humble.
Example photorealistic scenery.
Just create photorealistic assets in your modelling tools and import.
Remember that 70-90% game development for games that has good fidelity graphics, is modelling work. That's why big AAA game studios have army of artists.
Style doesn't matter, this specific thing is bickering over image textures mostly, Godot's renderer is not so bad that you'd notice problems in higher definition models any more then any other game engine.
Still waiting for AI Text to 3d models, Text to Code, and image to 3d... Why is this taking so LONG!? game dev is too difficult and time-consuming.
There's enough shovelware out there without giving hacks like you the ability to generate even more with just a few mouse clicks
I don't know why anybody would do this because unity is a lot better than Godot in my opinion
Because in the same way you believe Unity to be better than Godot, there are those who think Godot is better than Unity.
I don't like to pay to get rid of that stupid splash screen.
As I said it's my opinion
Scott your opinion is wrong
@@sean7221 that’s your opinion
Does this import animations as well?