Migration notes: godot-camera-systems
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.
3.x → 4.0
Official: Upgrading from Godot 3 to Godot 4
- Camera2D:
zoominverted;rotating→ invertedignore_rotation; drag offset renames. - Camera3D:
znear/zfar→near/far. ClippedCamera/InterpolatedCameraremoved — rebuild with Camera2D/3D.- ARVR cameras → XR* nodes.
4.0 → 4.1
Official: Upgrading to Godot 4.1
Node3D.look_at/look_at_from_positiongainuse_model_front.PathFollow2D.lookaheadremoved.MeshInstance3D.create_multiple_convex_collisionsoptionalsettings.PathFollow2D.lookaheadremoved (2D paths); 3D look_atuse_model_front.
4.1 → 4.2
Official: Upgrading to Godot 4.2
No skill-relevant breaking changes for this hop.
4.2 → 4.3
Official: Upgrading to Godot 4.3
Skeleton3D.add_bonereturnsint32; pose update signal rename.
4.3 → 4.4
Official: Upgrading to Godot 4.4
- CSG uses Manifold — non-manifold meshes unsupported; use MeshInstance3D for quads/planes.
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.
4.5 → 4.6
Official: Upgrading to Godot 4.6
MeshInstance3D.skeletondefault empty; SpringBone enums moved to SkeletonModifier3D.
4.6 → 4.7
Official: Upgrading to Godot 4.7
- Path3D snap-to-colliders / 3D vertex snapping editor workflows; AreaLight3D for soft rect lights.