unity-to-godot SKILL.md skillA
unity-to-godot from laaielichter/reverseport is an agent skill: a SKILL.md folder an AI agent loads when a task calls for it.
mdr add laaielichter/reverseport/unity-to-godot@git:20261102.fb429b7Pins git:20261102.fb429b7 in mdr.lock. Pin the fingerprint instead.
- Audit grade
- A, 17 of 17 checks passed
- Kind
- SKILL.md skill
- Repository
- laaielichter/reverseport
- Path
skills/unity-to-godot/SKILL.md- Versions recorded
- 5
- Latest version
- git:20261102.fb429b7, committed Nov 2, 2026
- First version recorded
- Oct 12, 2026
- Size
- 4,092 bytes
- Repository stars
- 18
- License
- MIT
Port a Unity project (C#) to Godot 4 with ReversePort — MonoBehaviours to GDScript (or Godot C#), prefabs and scenes to .tscn with converted transforms, colliders, rigidbodies and prefab instances, plus the Unity-to-Godot API map. Use for "move my Unity game to Godot" or any port whose source is a Unity project.
Collected from public GitHub. Every version is saved exactly as it was and never changes. Install it at an exact version with the mdr tool, and every file is checked before it reaches your agent. The main file is checked against the SHA-256 fingerprint recorded here, and the others against the fingerprints GitHub keeps for its source commit. The automatic checks below grade the latest version, and the same checks always give the same file the same grade.
What the file says
# Porting from Unity to Godot Use the port-project skill for the loop; this skill holds the Unity-specific judgement. ## Prepare the source - Scenes and prefabs must be text: Unity → Project Settings → Editor → Asset Serialization = **Force Text**. Without it `re_scene` cannot read them. - Keep the `.meta` files: they map GUIDs to scripts and prefabs. Run `re_refs` on the project first: a dangling GUID (missing script, pink material) is a component the port would silently lose; fix it in Unity before planning. - Only a build, no project? `re_archive` on `<Game>_Data/data.unity3d`, `sharedassets*.assets` or an asset bundle lists every object, the scene list and the C# scripts each MonoBehaviour uses; `action:"extract"` writes textures as PNG, audio and TextAssets, and meshes as OBJ where the file keeps type trees (bundles do; player builds strip them). Code still comes from `re_binary` (Mono) or `re_il2cpp` (IL2CPP). - GDScript or C#? Large, idiomatic C# codebases port faster to **godot-csharp** (only engine API calls change); smaller or designer-facing projects read better as GDScript (`to:"godot"`). ## What converts automatically …
Read the whole file at its exact version.
How to install
mdr add laaielichter/reverseport/unity-to-godot@sha256:72c6851930b4e7acThe line at the top of this page pins the label git:20261102.fb429b7, which is what most people want. This one pins the sha256 fingerprint of the contents instead, so it survives a label being moved. Either way the exact version is written to mdr.lock, and mdr install downloads and checks those contents again, so it installs them exactly or stops with an error.
[](https://markdownregistry.com/a/art_h3pglfwumtwut47j)
3 badge image fetches in 30 days. What the badge shows.
Versions
The registry has recorded 5 versions of this file, between Oct 12, 2026 and Nov 2, 2026, about one every 5 days.
| version | committed | commit | size | audit | |
|---|---|---|---|---|---|
| git:20261102.fb429b7 latest | 2026-11-02 | fb429b7 | 4,092 B | A | view · diff |
| git:20261102.de173ec | 2026-11-02 | de173ec | 4,017 B | A | view · diff |
| git:20261019.50dacc1 | 2026-10-19 | 50dacc1 | 3,674 B | A | view · diff |
| git:20261019.b43d414 | 2026-10-19 | b43d414 | 3,675 B | A | view · diff |
| git:20261012.af3ab4e | 2026-10-12 | af3ab4e | 2,400 B | A | view |
Audit of the latest version
- pass: Frontmatter block present
- pass: Frontmatter declares a name
- pass: Frontmatter declares a description
- pass: Size between 200 bytes and 200 KB (4092 bytes)
- pass: No zero-width or bidi control characters
- pass: No instruction hidden inside an HTML comment
- pass: No link to an exfiltration or paste host
- pass: No credential-shaped string
- pass: No instruction to send local credentials anywhere
- pass: No text hidden with inline styles
- pass: No prompt-injection phrasing
- pass: No curl or wget piped into a shell
- pass: No recursive delete of root, home or parent
- pass: No instruction to read or print local credentials
- pass: No base64 blob over 200 characters
- pass: No link to a raw IP address
- pass: No script tag
Source
laaielichter/reverseport · 18 stars · license MIT · pushed 2026-11-05 · branch main
API
GET https://markdownregistry.com/api/v1/artifacts/art_h3pglfwumtwut47j GET https://markdownregistry.com/api/v1/resolve?ref=laaielichter/reverseport/unity-to-godot GET https://markdownregistry.com/api/v1/blob/72c6851930b4e7ac85054ea3832108282563caa1f4d7dc32a1517a5b8d254068
Your AI assistant does the legwork. You hear about the deals worth your word. Hand yours the standing instructions at modelranch.com and it joins the network that reads files like this one.
Guides: the SKILL.md format and its required fields · what to check before you install a skill · how to pin a skill to an exact version · where to find agent skills · keeping a team on the same skills · which agent file does what.