Migration notes: godot-export-builds
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
- Export presets / feature tags need re-validation on 4.0.
- C#: Mono → .NET 6; mobile/web export support historically incomplete — verify target platforms.
- No GLES2 — use Compatibility (GLES3) for old GPUs; binary size larger than 3.x.
- Re-run export after each later 4.x hop that touches platforms.
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 format upgrade dialog on project open — re-export mobile/desktop builds after upgrading compressed meshes.
4.2 → 4.3
Official: Upgrading to Godot 4.3
- Android permissions are not auto-granted from export presets — call
OS.request_permission()and handleMainLoop.on_request_permissions_result.
4.3 → 4.4
Official: Upgrading to Godot 4.4
- Android accelerometer/gyro off by default — enable under Project Settings → Input Devices → Sensors before shipping motion-aware exports.
4.4 → 4.5
Official: Upgrading to Godot 4.5
- C# Android export targets .NET 9 (other C# platforms remain .NET 8+).
EditorExportPlatform.get_forced_export_files()gains optionalpreset— update custom export plugins that enumerate forced files.ProjectSettings.add_property_info()validates keys more strictly — fix invalid export-plugin property metadata.
4.5 → 4.6
Official: Upgrading to Godot 4.6
- Android export template Java sources moved to
android/build/src/main/java/...(Android Studio layout) — patch custom Gradle/Java integrations. EditorExportPreset.get_script_export_mode()now returns an enum — adjust headless export scripts comparing ints.- New Windows projects default D3D12; new 3D projects default Jolt — smoke-test CI matrix against your pinned backends.
- Mobile renderer glow rewrite — retune Environment before comparing mobile export sizes/screenshots.
4.6 → 4.7
Official: Upgrading to Godot 4.7
- Editor Asset Store replaces Asset Library naming — update release runbooks that reference addon install UX.
EditorSceneFormatImporterconstants moved underImportFlagsenum — fix custom import/export tooling.- Verify per-platform HDR viewport settings in export presets (desktop/mobile) after upgrading templates.
- New project stretch defaults
canvas_items+expand— regression-test UI scale in exported builds, not only editor.