Migration notes: godot-adapt-2d-to-3d
Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.
If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.
4.0 → 4.1
Official: Upgrading to Godot 4.1
PathFollow2D.lookaheadremoved.MeshInstance3D.create_multiple_convex_collisionsoptionalsettings.PathFollow2D.lookaheadremoved (2D paths); 3D look_atuse_model_front.Object.get_meta_listreturn type isArray[StringName](was PackedStringArray).WorkerThreadPool.wait_for_task_completionnow returnsError.Basis/Transform3D.looking_atandNode3D.look_at*gain optionaluse_model_front.
4.1 → 4.2
Official: Upgrading to Godot 4.2
NOTIFICATION_NODE_RECACHE_REQUESTEDremoved from Node.
4.2 → 4.3
Official: Upgrading to Godot 4.3
Skeleton3D.add_bonereturnsint32; pose update signal rename.- Binary serialization of scripted Objects/typed Arrays changed — re-test save/load of custom Resources.
PackedByteArraymay use compact base64 storage; older editors may not open 4.3 resources with large byte arrays.
4.3 → 4.4
Official: Upgrading to Godot 4.4
- CSG uses Manifold — non-manifold meshes unsupported; use MeshInstance3D for quads/planes.
@export_filestoresuid://paths from the Inspector (breaking vsres://expectations).FileAccess.store_*methods returnboolsuccess.Curveenforcesmin_value/max_value— adjust curves that used points outside[0, 1].OS.read_string_from_stdinrequiresbuffer_size.
4.4 → 4.5
Official: Upgrading to Godot 4.5
- GLTF/BLEND/FBX naming version for non-joint nodes in skeletons — set Import dock Naming Version for old assets.
Resource.duplicate(true)deep-duplicates only internal resources; useduplicate_deep(DEEP_DUPLICATE_ALL)for old behavior.Node.get_rpc_configrenamed toget_node_rpc_config.JSONRPC.set_scopereplaced byset_method.ProjectSettings.add_property_infowarns on invalid/usagekeys.
4.5 → 4.6
Official: Upgrading to Godot 4.6
MeshInstance3D.skeletondefault empty; SpringBone enums moved to SkeletonModifier3D.- TSCN gains unique node IDs (large VCS diffs on first 4.6 save — expected).
FileAccess.get_as_textdropsskip_crparameter.Performance.add_custom_monitorgains optionaltype.
4.6 → 4.7
Official: Upgrading to Godot 4.7
- Path3D snap-to-colliders / 3D vertex snapping editor workflows; AreaLight3D for soft rect lights.
Object.is_classtakesStringName.- Setting an element of a packed array property no longer calls the property setter for the whole array.
- Overrides of methods with typed returns must actually
return(addreturn nullif needed). - New projects default stretch
canvas_items+ aspectexpand(wasdisabled/keep).