Unity engine logo with a hand drawn arrow pointing to the Godot Engine logo

Godot from Unity reference

Learning new languages and paradigms is hard, here’s my personal translation guide. These are similar ideas, but not direct analogues.

Script things

UnityGodotDescription
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.
OnTriggerXXXWhen things happen to/in a trigger volume.
OnCollisionXXXWhen 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.
SingletonAutoload
Scriptable ObjectResource
[ExecuteInEditMode]@toolAllows script to execute in editor.
print();
Debug.Log();
print()Prints information to the output console.

Implementation Things

UnityGodotDescription
PrefabSceneA premade collection of stuff you can use over and over.
SingletonAutoload
Scene NestingScene Tree
Scriptable ObjectResource

Matt Murch

Technical & 3D artist. Working on games in Unity and Blender. CEO/Founder @ Double M Digital Inc. Making the new game Chicken Nuggets! Always open to neat 3D/VR/Real-time contracts and opportunities!

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