Migration notes: godot-genre-shooter
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).PhysicsDirectSpaceState2D.collide_shapereturnsArray[Vector2](wasArray[PackedVector2Array]).- Viewports with Physics Picking enabled auto-mark InputEvents handled — adjust if you relied on unhandled propagation.
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).
4.3 → 4.4
Official: Upgrading to Godot 4.4
- Android sensors disabled by default — enable under Project Settings → Input Devices → Sensors.
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.
4.6 → 4.7
Official: Upgrading to Godot 4.7
- Confirm project stretch mode and AudioStreamPlayer area_mask after opening in 4.7.
PhysicsServer2D.body_set_shape_as_one_way_collisionadds optionaldirection(relative to shape).CollisionShape2Done-way collision direction is relative to the shape, not only global up.- Mouse/keyboard device IDs are
InputEvent.DEVICE_ID_MOUSE/DEVICE_ID_KEYBOARD(not0) — joypads may use0.