Migration notes: godot-genre-racing
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
Area3D.prioritytype isint(wasfloat).PhysicsDirectSpaceState3D.collide_shapereturnsArray[Vector3].Geometry3D.segment_intersects_convextakesArray[Plane].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
- If the genre uses TileMap, migrate to TileMapLayer nodes before relying on layer APIs.
- If the genre ships multiplayer, upgrade all peers to 4.3 together (SceneMultiplayer protocol).
PhysicsShapeQueryParameters3D.motionisVector3(wasVector2).Skeleton3D.add_bonereturnsint32; pose update signal rename.
4.3 → 4.4
Official: Upgrading to Godot 4.4
SoftBody3D.set_point_pinnedgains optionalinsert_at.- CSG uses Manifold — non-manifold meshes unsupported; use MeshInstance3D for quads/planes.
4.4 → 4.5
Official: Upgrading to Godot 4.5
- Jolt:
physics/jolt_physics_3d/simulation/areas_detect_static_bodiesremoved — Areas always report static overlaps; filter via layers/masks. - 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
- Retune Environment glow/fog if the genre leans on bloom-heavy looks.
- New projects default 3D physics engine to Jolt — existing projects keep prior setting; verify Jolt differences before shipping.
MeshInstance3D.skeletondefault empty; SpringBone enums moved to SkeletonModifier3D.
4.6 → 4.7
Official: Upgrading to Godot 4.7
- Confirm project stretch mode and AudioStreamPlayer area_mask after opening in 4.7.
- Jolt:
WorldBoundaryShape3D.plane.dsign convention flipped vs 4.6 — negate if boundaries moved. - Jolt:
SoftBody3Ddefault mass is 1 kg for the body (not 0 → per-point auto mass); retune stiffness/damping. - Jolt:
Area3Dreports overlaps withSoftBody3D— adjust layers/masks if undesired. - Path3D snap-to-colliders / 3D vertex snapping editor workflows; AreaLight3D for soft rect lights.