I was able to port over several of my demo projects quickly because I originally wrote C# console applications and then refactored as I went when bringing it into a Unity project. I find this approach is actually easier for structure, as it decouples my code from the engine except for places where it’s absolutely necessary. I didn’t build it like this with the intention of moving over, but it made more sense to write my own logic for my own objects rather than make a game with a shit load of the bloated GameObjects Unity offers.
Swapping over to Godot was a breeze, all I had to do was learn the Godot specific calls for mostly the same stuff and plug and play. Super easy
It depends how you structure your code.
If you write your whole game an enclosed system and then integrate the game engine at the point graphics etc. are needed it’s not such a slog.
But I would imagine many, maybe most, people don’t do this.
They both support C# so if you wrote it separately integration shouldn’t be too hard.
I was able to port over several of my demo projects quickly because I originally wrote C# console applications and then refactored as I went when bringing it into a Unity project. I find this approach is actually easier for structure, as it decouples my code from the engine except for places where it’s absolutely necessary. I didn’t build it like this with the intention of moving over, but it made more sense to write my own logic for my own objects rather than make a game with a shit load of the bloated GameObjects Unity offers.
Swapping over to Godot was a breeze, all I had to do was learn the Godot specific calls for mostly the same stuff and plug and play. Super easy