Migration notes: godot-genre-horror
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
RenderingServer.global_shader_parameter_get_list/ RD shader version lists returnArray[StringName].RenderingDevice.draw_list_beginstorage_textures typed asArray[RID].
4.1 → 4.2
Official: Upgrading to Godot 4.2
- Mesh format upgrade — use Project → Tools → Upgrade Mesh Surfaces; Restart & Upgrade prevents downgrade.
- ImporterMesh/MeshDataTool/SurfaceTool compression flag widths →
uint64. - RenderingDevice BarrierMask enum values changed.
4.2 → 4.3
Official: Upgrading to Godot 4.3
- If the genre uses TileMap, migrate to
TileMapLayernodes before relying on layer APIs. - If the genre ships multiplayer, upgrade all peers to 4.3 together (
SceneMultiplayerprotocol). - Reverse Z depth — update custom horror shaders (fog volumes, flashlight cones, post stacks).
- Decal modulate converted sRGB→linear — blood decals and grime overlays may look darker.
AudioStreamPlaybackPolyphonic.play_streamgainsplayback_typeandbusoptionals.- RenderingDevice barrier/draw_list API simplified (post_barrier params removed).
4.3 → 4.4
Official: Upgrading to Godot 4.4
RenderingDevice.draw_list_beginsignature overhauled (params removed + breadcrumb).Shaderdefault texture parameter types useTexture/TextureLayered.VisualShaderNodeVec4Constantinput type → Vector4 — recreate constants in flashlight/flicker graphs.
4.4 → 4.5
Official: Upgrading to Godot 4.5
RenderingServer.instance_reset_physics_interpolation/instance_set_interpolatedremoved — retune camera/light flicker that relied on manual interpolation resets.
4.5 → 4.6
Official: Upgrading to Godot 4.6
- Retune Environment glow/fog if the genre leans on bloom-heavy looks.
- Glow default blend Screen (brighter) — retune Environment glow; Mobile glow rewrite looks different.
- Volumetric fog blending brighter — reduce density/energy in haunted corridors.
- New Windows projects default D3D12 driver.
- Sky reflection
roughness_layersdefault 7 (was 8).
4.6 → 4.7
Official: Upgrading to Godot 4.7
- Confirm project stretch mode and
AudioStreamPlayer.area_maskafter opening in 4.7. AudioStreamPlayer.area_maskdefault is 0 (disabled), was layer 1 — set mask explicitly for zone-attached ambience and stingers.AudioEffectSpectrumAnalyzer.tap_back_posremoved — migrate tension visualizers tied to spectrum analysis.- Prefer AreaLight3D for flickering panels, TV glow, and rectangular soft shadows without GI hacks.
Texture2D.get_format()unified on base class — use when tuning compressed horror texture pipelines.LinearToSRGBvisual shader no longer clamps[0,1]on Mobile/Forward+ — recheck crushed shadow grades.