Migration notes: godot-adapt-desktop-to-mobile
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
No skill-relevant breaking changes for this hop.
4.1 → 4.2
Official: Upgrading to Godot 4.2
- Mesh compression upgrade — mobile download size jumps if desktop meshes were uncompressed.
4.2 → 4.3
Official: Upgrading to Godot 4.3
- Android permissions require explicit
OS.request_permission()— desktop-origin projects often miss VIBRATE/storage prompts. auto_translate_modeinherit semantics — HUD strings may stop translating after port.- Default font outline color black — retheme dialogue/HUD copied from desktop.
4.3 → 4.4
Official: Upgrading to Godot 4.4
- Motion sensors off by default — enable before porting tilt/gyro desktop prototypes.
4.4 → 4.5
Official: Upgrading to Godot 4.5
- C# Android export requires .NET 9 when shipping C# mobile builds.
ProjectSettings.add_property_info()stricter validation for mobile-specific settings.
4.5 → 4.6
Official: Upgrading to Godot 4.6
- Mobile renderer glow rewrite — retune bloom when downscaling desktop HDR looks.
- Android
src/main/java/...layout — update any JNI bridges added during port. - New Windows dev machines default D3D12 — keep desktop iteration separate from mobile renderer choice.
4.6 → 4.7
Official: Upgrading to Godot 4.7
- Built-in virtual joystick — replace desktop keyboard hints with native touch controls.
- New stretch defaults
canvas_items+expand— re-run safe-area and orientation layout tests. - HDR mobile output — verify tonemapping when adapting desktop color grading.