Migration notes: godot-genre-moba
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
NavigationAgent2D/3D.set_velocity→velocityproperty — retune minion/lane agent flow.time_horizonsplit intotime_horizon_agentsandtime_horizon_obstacles.NavigationAgent3D.agent_height_offset→path_height_offset;ignore_yremoved.NavigationObstacle*.estimate_radiusremoved;get_rid→get_agent_rid.NavigationServer*.agent_set_callback→agent_set_avoidance_callback.
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
- TileMap layers →
TileMapLayernodes — migrate Fog-of-War grid masks before relying on per-layer APIs. SceneMultiplayercaching protocol incompatible across versions — upgrade server and clients together; add version checks.AStar2D/3D/Grid2D.get_*_pathgainallow_partial_path.NavigationRegion2Dexperimental avoidance props removed with no replacement.
4.3 → 4.4
Official: Upgrading to Godot 4.4
NavigationServer2D/3D.query_pathgains optionalcallback— async pathing under combat load.
4.4 → 4.5
Official: Upgrading to Godot 4.5
Node.get_rpc_config→get_node_rpc_config— audit ability/cooldown RPC configs.- Nav regions update asynchronously by default — expect brief lane nav desync after map edits.
- Navmesh merge order changed; edge merge errors may surface — fix overlapping brush navmeshes.
4.5 → 4.6
Official: Upgrading to Godot 4.6
- Retune Environment glow/fog if the genre leans on bloom-heavy looks (ability VFX, river glow).
AStar*.get_point_path/get_id_pathreturn empty path whenfrom_idis disabled/solid.
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 — set mask for bush/river zone audio and ability SFX buses.- Mouse/keyboard device IDs are
InputEvent.DEVICE_ID_MOUSE/DEVICE_ID_KEYBOARD(not0) — retune ability hotbar input checks.