Migration notes: godot-3d-world-building
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
MeshInstance3D.create_multiple_convex_collisionsoptionalsettings— update procedural collision-from-mesh recipes.Node3D.look_at/look_at_from_positiongain optionaluse_model_front.
4.1 → 4.2
Official: Upgrading to Godot 4.2
- Mesh format upgrade — use Project → Tools → Upgrade Mesh Surfaces; Restart & Upgrade prevents downgrade.
- ImporterMesh/MeshDataTool/SurfaceTool compression flag widths →
uint64.
4.2 → 4.3
Official: Upgrading to Godot 4.3
Skeleton3D.add_bonereturnsint32;bone_pose_changed→skeleton_updated— fix rigged prop attachment in levels.- Binary serialization of scripted Objects/typed Arrays changed — re-test save/load of custom level/chunk Resources.
PackedByteArraymay use compact base64 storage; older editors may not open 4.3 resources with large byte arrays.
4.3 → 4.4
Official: Upgrading to Godot 4.4
- CSG uses Manifold — non-manifold CSG booleans unsupported; use MeshInstance3D for quads, planes, and open meshes.
@export_filestoresuid://paths from the Inspector — level tools expectingres://must resolve UIDs.FileAccess.store_*methods returnboolsuccess — handle failures in procedural save/export helpers.
4.4 → 4.5
Official: Upgrading to Godot 4.5
- GLTF/BLEND/FBX naming version for non-joint nodes in skeletons — set Import dock Naming Version for kitbash assets.
Resource.duplicate(true)deep-duplicates only internal resources; useduplicate_deep(DEEP_DUPLICATE_ALL)when cloning level Resource graphs.
4.5 → 4.6
Official: Upgrading to Godot 4.6
MeshInstance3D.skeletondefault empty NodePath — explicit skeleton paths required for skinned kit pieces.- TSCN gains unique node IDs (large VCS diffs on first 4.6 save — expected for level scenes).
4.6 → 4.7
Official: Upgrading to Godot 4.7
- Path3D snap-to-colliders for placing spline points on geometry.
- 3D vertex snapping with vertex/origin base setting (editor B key workflow).
- Prefer AreaLight3D for built-in rectangular area lights in blockout scenes.
EditorSceneFormatImporterimport constants live underImportFlagsenum — update custom import tooling.