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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

This session only. Nothing lands on disk.

referencesgenre-racing.md

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Migration notes: godot-genre-racing

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

  • Area3D.priority type is int (was float).
  • PhysicsDirectSpaceState3D.collide_shape returns Array[Vector3].
  • Geometry3D.segment_intersects_convex takes Array[Plane].
  • MeshInstance3D.create_multiple_convex_collisions optional settings.
  • PathFollow2D.lookahead removed (2D paths); 3D look_at use_model_front.

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).
  • PhysicsShapeQueryParameters3D.motion is Vector3 (was Vector2).
  • Skeleton3D.add_bone returns int32; pose update signal rename.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • SoftBody3D.set_point_pinned gains optional insert_at.
  • CSG uses Manifold — non-manifold meshes unsupported; use MeshInstance3D for quads/planes.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • Jolt: physics/jolt_physics_3d/simulation/areas_detect_static_bodies removed — Areas always report static overlaps; filter via layers/masks.
  • GLTF/BLEND/FBX naming version for non-joint nodes in skeletons — set Import dock Naming Version for old assets.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • Retune Environment glow/fog if the genre leans on bloom-heavy looks.
  • New projects default 3D physics engine to Jolt — existing projects keep prior setting; verify Jolt differences before shipping.
  • MeshInstance3D.skeleton default empty; SpringBone enums moved to SkeletonModifier3D.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Confirm project stretch mode and AudioStreamPlayer area_mask after opening in 4.7.
  • Jolt: WorldBoundaryShape3D.plane.d sign convention flipped vs 4.6 — negate if boundaries moved.
  • Jolt: SoftBody3D default mass is 1 kg for the body (not 0 → per-point auto mass); retune stiffness/damping.
  • Jolt: Area3D reports overlaps with SoftBody3D — adjust layers/masks if undesired.
  • Path3D snap-to-colliders / 3D vertex snapping editor workflows; AreaLight3D for soft rect lights.

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub1mo

    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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