Learning new languages and paradigms is hard, here’s my personal translation guide. These are similar ideas, but not direct analogues.
Script things
| Unity | Godot | Description |
| void Awake() {} | func _ready(): | Runs when the object starts up/is created/awoken. In Godot _ready() runs once the node and all of it’s children’s are loaded up and ‘ready’ |
| void OnEnable() {} | Runs when the object it is on is activated. | |
| void OnDisable() {} | Runs when the object it is on is deactivated. | |
| void Start() {} | Runs when the program/game/app starts up. | |
| void update() {} | func _proccess(): | Runs every frame |
| void FixedUpdate() {} | func _physics_process(): | An update loop that runs based on physics, not frame rate. More stable and can operate in between frames. |
| OnTriggerXXX | When things happen to/in a trigger volume. | |
| OnCollisionXXX | When things happen to/in a collider. | |
| void Update() {} | func _process(delta): | A loop that runs every frame of your game. |
| Application.Quit(); | Quits the app/game/build/program. | |
| Debug.Log(); | Outputs information of your choice to the debugging console. | |
| Instantiate(); | Creates a version of a premade thing. | |
| Singleton | Autoload | |
| Scriptable Object | Resource | |
| [ExecuteInEditMode] | @tool | Allows script to execute in editor. |
| print(); Debug.Log(); | print() | Prints information to the output console. |
Implementation Things
| Unity | Godot | Description |
| Prefab | Scene | A premade collection of stuff you can use over and over. |
| Singleton | Autoload | |
| Scene Nesting | Scene Tree | |
| Scriptable Object | Resource | |

