Pasando mi juego a Godot

In Unity, I had over 30 systems working properly, and when I decided to move to Godot, I had to transfer all those scripts and implementations to Godot. Is this possible? We'll look at the decisions I made to finish the game without requiring so much physics processing from Godot, as this has been a concern I've had since I started switching to this engine. This has also changed the third-person character controller I used, from a free-roaming camera to a fixed, top-down camera, similar to the RPGs of Sokpop, Death's Door, and Tunic. We'll also look at how animations work in Blender and how I program actions and transitions depending on the scenario they're in. And how I'm integrating enemies with a "field of view" or triangular field of view that uses a raycast to see or hide the player. Timing: 0:00 Systems I need to move to Godot 0:23 Shader and Art Style Optimization 0:55 Character Controller in Godot 1:18 Mechanics discarded for performance 1:40 Smooth 3D Camera in Godot 2:38 Animation Tree, How do animations work in Godot? 3:04 Player Attack 3:51 Enemy Vision Range 5:00 Missing Systems 5:38 Other Channels Links: Godot vs. Unity Performance Comparison:    • Godot 4 vs Unity Game Engine Comparison in...   ♫ Undertale OST #unity #godot #unrealengine