I've gota a cube in Godot that I'd like to copy into Blender.

I read that you first have to translate the FOV from Godot to blender using this formula:
(360/pi)arctan(tan(GodotFOVpi/360)*16/9)
My Fov in Godot is 4:
Plugging into the formula I get 7.1
I then I did print("origin", self.global_transform.origin)
and got: origin(157.213928, 294.901001, 157.213928)
If I translate those coordinates to x, y, z in Blender they're waaay off.
But if I switch z and y they are closer:

But alas, when I line both of my cubes up (making one transparent) they are ever so slightly off.
Any idea what I did wrong?
