Migration notes: godot-platform-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 dialog — plan bandwidth for cellular downloads after upgrading
.meshassets.
4.2 → 4.3
Official: Upgrading to Godot 4.3
- Android permissions are not auto-requested — use
OS.request_permission()+MainLoop.on_request_permissions_result(see android_runtime_permissions.gd). auto_translate→auto_translate_mode— localized HUD may stop translating if children inherit DISABLED.
4.3 → 4.4
Official: Upgrading to Godot 4.4
- Accelerometer/gyro disabled by default — enable sensors in Project Settings before mobile_sensor_fusion.gd patterns work on export.
4.4 → 4.5
Official: Upgrading to Godot 4.5
- C# Android export requires .NET 9.
EditorExportPlatform.get_forced_export_files()gains optionalpresetparameter.
4.5 → 4.6
Official: Upgrading to Godot 4.6
- Android Gradle tree uses
src/main/java/...— update custom JNI/Java plugin paths. - Mobile Environment glow looks brighter after renderer rewrite — retune bloom before store screenshots.
EditorExportPreset.get_script_export_mode()returns enum type.
4.6 → 4.7
Official: Upgrading to Godot 4.7
- Built-in virtual joystick available — prefer over third-party touch plugins when remapping desktop controls.
- HDR output on iOS and supported Android panels — test tonemapping on real hardware, not editor-only.
- New project stretch defaults
canvas_items+expand— re-check safe-area layouts on notched devices.