Migration notes: godot-genre-platformer
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
Area2D.prioritytype isint(wasfloat) — audit hazard/trigger ordering on layered platforms.PhysicsDirectSpaceState2D.collide_shapereturnsArray[Vector2](wasArray[PackedVector2Array]).PathFollow2D.lookaheadremoved — update moving-platform path followers.- Viewports with physics picking auto-mark input handled — remove redundant manual pick forwarding on drop-through / hazard rays.
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 level chunks before relying on per-layer collision/z-order APIs. - If the genre ships multiplayer, upgrade all peers to 4.3 together (
SceneMultiplayerprotocol break).
4.3 → 4.4
Official: Upgrading to Godot 4.4
No skill-relevant breaking changes for this hop.
4.4 → 4.5
Official: Upgrading to Godot 4.5
No skill-relevant breaking changes for this hop.
4.5 → 4.6
Official: Upgrading to Godot 4.6
- Retune Environment glow/fog if the genre leans on bloom-heavy looks (parallax glow, night levels).
4.6 → 4.7
Official: Upgrading to Godot 4.7
- Confirm project stretch mode and
AudioStreamPlayer.area_maskafter opening in 4.7. - One-way collision direction is shape-relative — retune
CollisionShape2Ddirection for angled platforms and drop-through handlers. PhysicsServer2D.body_set_shape_as_one_way_collisionadds optionaldirection(relative to shape).