Migration notes: godot-adapt-mobile-to-desktop
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
No skill-relevant breaking changes for this hop.
4.1 → 4.2
Official: Upgrading to Godot 4.2
- Mesh compression upgrade particularly affects mobile bandwidth — plan mesh upgrade dialog carefully.
4.2 → 4.3
Official: Upgrading to Godot 4.3
- Android permissions are not auto-requested — use
OS.request_permission+MainLoop.on_request_permissions_result.
4.3 → 4.4
Official: Upgrading to Godot 4.4
- Android sensors off by default for exports that relied on them.
4.4 → 4.5
Official: Upgrading to Godot 4.5
- C# Android export requires .NET 9 (other platforms still .NET 8+).
EditorExportPlatform.get_forced_export_filesgains optionalpreset.add_property_infovalidates keys more loudly.
4.5 → 4.6
Official: Upgrading to Godot 4.6
- Mobile renderer glow rewrite looks different — retune Environment.
- Android export template source layout matches Android Studio (
src/main/java/...) — update custom Java patches. EditorExportPreset.get_script_export_modereturns enum type.- New project defaults: D3D12 on Windows; Jolt for 3D physics — document for templates.
MeshInstance3D.skeletondefault is empty NodePath — enable compatibility setting if old parent-skeleton behavior needed.
4.6 → 4.7
Official: Upgrading to Godot 4.7
- Prefer built-in virtual joystick over third-party touch plugins where possible.
- Asset Library workflow → Asset Store in editor — update docs/tooling that pointed at old Asset Library UX.
EditorSceneFormatImporterimport constants live underImportFlagsenum.- New project stretch defaults
canvas_items+expand. - Sky reflection roughness_layers default restored toward 8.