Migration notes: godot-tilemap-mastery
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.
3.x → 4.0
Official: Upgrading from Godot 3 to Godot 4
- TileMap
map_to_world/world_to_map→map_to_local/local_to_map. - Converter keeps TileMap; TileMapLayer split is a 4.3 hop — do not expect it at 4.0.
- GridMap
map_to_world/world_to_map→ local variants. - Re-save tilesets after convert; verify collision polygons.
4.0 → 4.1
Official: Upgrading to Godot 4.1
PathFollow2D.lookaheadremoved — update tile-adjacent path-follow samples (moving platforms on Path2D).
4.1 → 4.2
Official: Upgrading to Godot 4.2
TileMap.cell_quadrant_size→rendering_quadrant_size— grep performance tuning sections for the old property name.
4.2 → 4.3
Official: Upgrading to Godot 4.3
- TileMap layers → child
TileMapLayernodes — migrate scenes/scripts: one node per layer, per-layer z-order, collision, and navigation polygons. - Confirm
rendering_quadrant_sizelives on eachTileMapLayerafter migration. TileData.get_navigation_polygon()/get_occluder()gain flip/transpose optionals — pass transform when sampling nav/occluder from flipped tiles.
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
TileMapLayerphysics chunking changed —get_coords_for_body_rid()is less precise; setphysics_quadrant_size = 1when debugging which tile owns a collision RID.
4.5 → 4.6
Official: Upgrading to Godot 4.6
No skill-relevant breaking changes for this hop.
4.6 → 4.7
Official: Upgrading to Godot 4.7
No skill-relevant breaking changes for this hop.