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/godot-version-migration

@57c9225

Full-history Godot version migration hub. Use when upgrading any Godot project toward the library target (currently 4.7)—from 1.x/2.x legacy eras through 3→4 and hop-by-hop 4.x minors—or finding Domain Skill-scoped migration notes. Trigger keywords: upgrade Godot, migrate Godot version, Godot 3 to 4, Godot 2 to 3, upgrading_to_godot, version migration, breaking changes, convert-3to4, TileMapLayer, AnimationMixer, engine.cfg, project.godot.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-version-migration

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references3d-world-building.md

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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_collisions optional settings — update procedural collision-from-mesh recipes.
  • Node3D.look_at / look_at_from_position gain optional use_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_bone returns int32; 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.
  • PackedByteArray may 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_file stores uid:// paths from the Inspector — level tools expecting res:// must resolve UIDs.
  • FileAccess.store_* methods return bool success — 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; use duplicate_deep(DEEP_DUPLICATE_ALL) when cloning level Resource graphs.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • MeshInstance3D.skeleton default 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.
  • EditorSceneFormatImporter import constants live under ImportFlags enum — update custom import tooling.

Source: SKILL.md on GitHub

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    The skill is a comprehensive documentation and orchestration hub for migrating Godot engine projects across various versions. It provides structured guidance, checklists, and references to official and community documentation to ensure a safe and stable upgrade path.

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Signed by skilld at 57c9225. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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