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@@ -12,7 +12,7 @@ and aims to help you migrate your existing Unity experience into the world of Go
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.. note::
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- This article talks about older versions of Unity. Nestable prefabs ('Nested prefabs') were added to Unity 2018.3. Nestable prefabs are analogous to Godot's scenes, and allow a more Godot-like approach to scene organisation.
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+ This article talks about older versions of Unity. Nestable prefabs ('Nested prefabs') were added to Unity 2018.3. Nestable prefabs are analogous to Godot's scenes, and allow a more Godot-like approach to scene organization.
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Differences
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-----------
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@@ -28,7 +28,7 @@ Differences
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| | * **Mobile:** Android, iOS, Windows Phone, Tizen | * **Mobile:** Android, iOS |
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| | * **Web:** WebAssembly or asm.js | * **Web:** WebAssembly |
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| | * **Consoles:** PS4, PS Vita, Xbox One, Xbox 360, Wii U, Nintendo 3DS | * **Console:** See :ref:`doc_consoles` |
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-| | * **VR:** Oculus Rift, SteamVR, Google Cardboard, Playstation VR, Gear VR, HoloLens| * **VR:** Oculus Rift, SteamVR |
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+| | * **VR:** Oculus Rift, SteamVR, Google Cardboard, PlayStation VR, Gear VR, HoloLens| * **VR:** Oculus Rift, SteamVR |
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| | * **TV:** Android TV, Samsung SMART TV, tvOS | |
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+-------------------+------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------+
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| Scene system | * Component/Scene (GameObject > Component) | :ref:`Scene tree and nodes <doc_scenes_and_nodes>`, allowing scenes to be nested and/or inherit other scenes |
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@@ -87,7 +87,7 @@ and debugging/live editing on it after the game is exported.
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The scene system
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----------------
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-This is the most important difference between Unity and Godot and the favourite feature of most Godot users.
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+This is the most important difference between Unity and Godot and the favorite feature of most Godot users.
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Working on a 'level' in Unity usually means embedding all the required assets in a scene
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and linking them together with components and scripts.
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@@ -116,14 +116,14 @@ Consider the player as an element we'd like to use in different parent scenes (f
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2. **A scene for the Enemy.**
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An enemy is also an element we'd like to use in several scenes. It's almost the same
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-as the Player node. The only differences are the script (it needs 'AI' routines to generate the enemy's behaviour)
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+as the Player node. The only differences are the script (it needs 'AI' routines to generate the enemy's behavior)
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and the sprite textures used by the AnimatedSprite node.
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3. **A Level scene.**
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A Level scene is composed of Bricks (for platforms), Coins (for the player to collect) and a
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number of instances of the Enemy scene. Each instance is a node in the Level scene tree. These instances are separate enemies,
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-which initially have shared behaviour and appearance as defined in the Enemy scene. You can set different properties for each Enemy node (to change its color, for example).
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+which initially have shared behavior and appearance as defined in the Enemy scene. You can set different properties for each Enemy node (to change its color, for example).
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4. **A Main scene.**
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The Main scene would be composed of one root node with 2 children: a Player instance node, and a Level instance node.
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@@ -202,7 +202,7 @@ please read the :ref:`doc_gdscript` and :ref:`doc_faq` pages. GDScript is strong
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and doesn't take long to learn: Between one evening for an experienced programmer and a week for a complete beginner.
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Unity allows you to attach as many scripts as you want to a GameObject.
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-Each script adds a behaviour to the GameObject: For example, you can attach a script so that it reacts to the player's controls,
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+Each script adds a behavior to the GameObject: For example, you can attach a script so that it reacts to the player's controls,
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and another that controls its specific game logic.
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In Godot, you can only attach one script per node. You can use either an external GDScript file
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