So, just saying, remember that Godot supports C# and you could make a wrapper that looks and works like Unity's API but instead makes calls to the underlining Godot C# API, this way you won't have to translate all the code but just the Monobehaviour stuff, all other classes and possible packages can be kept the same if they are not unity specific
you don't have to translate to a whole different language and risk to break language specific features
So, just saying, remember that Godot supports C# and you could make a wrapper that looks and works like Unity's API but instead makes calls to the underlining Godot C# API, this way you won't have to translate all the code but just the Monobehaviour stuff, all other classes and possible packages can be kept the same if they are not unity specific
you don't have to translate to a whole different language and risk to break language specific features