Migration notes: godot-genre-open-world
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.PathFollow2D.lookaheadremoved (2D paths); 3D look_atuse_model_front.NavigationAgent2D/3D.set_velocity→velocityproperty.time_horizonsplit intotime_horizon_agentsandtime_horizon_obstacles.NavigationAgent3D.agent_height_offset→path_height_offset;ignore_yremoved.NavigationObstacle*.estimate_radiusremoved;get_rid→get_agent_rid.NavigationServer*.agent_set_callback→agent_set_avoidance_callback; target velocity / time_horizon server APIs split/removed.
4.1 → 4.2
Official: Upgrading to Godot 4.2
No skill-relevant breaking changes for this hop.
4.2 → 4.3
Official: Upgrading to Godot 4.3
- If the genre uses TileMap, migrate to TileMapLayer nodes before relying on layer APIs.
- If the genre ships multiplayer, upgrade all peers to 4.3 together (SceneMultiplayer protocol).
Skeleton3D.add_bonereturnsint32; pose update signal rename.AStar2D/3D/Grid2D.get_*_pathgainallow_partial_path.NavigationRegion2Dexperimental avoidance props (avoidance_layers,constrain_avoidance, …) removed with no replacement.
4.3 → 4.4
Official: Upgrading to Godot 4.4
- CSG uses Manifold — non-manifold meshes unsupported; use MeshInstance3D for quads/planes.
NavigationServer2D/3D.query_pathgains optionalcallback.
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 old assets.
- Nav regions update asynchronously by default (
navigation/world/region_use_async_iterations) — expect sync delay. - Navmesh merge order changed; edge merge errors may surface — tune
merge_rasterizer_cell_scale/ fix overlapping navmeshes.
4.5 → 4.6
Official: Upgrading to Godot 4.6
- Retune Environment glow/fog if the genre leans on bloom-heavy looks.
MeshInstance3D.skeletondefault empty; SpringBone enums moved to SkeletonModifier3D.AStar*.get_point_path/get_id_pathreturn empty path whenfrom_idis disabled/solid.
4.6 → 4.7
Official: Upgrading to Godot 4.7
- Confirm project stretch mode and AudioStreamPlayer area_mask after opening in 4.7.
- Path3D snap-to-colliders / 3D vertex snapping editor workflows; AreaLight3D for soft rect lights.