Migration notes: godot-multiplayer-networking
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
- MultiplayerAPI renames:
get_network_unique_id→get_unique_id,has_network_peer→has_multiplayer_peer, etc. ENetMultiplayerPeer.get_peer_port→get_peer.PacketPeerUDP.listen→bind;is_listening→is_bound.StreamPeerTCPmustpoll(); threading start API uses Callables — rewrite workers.
4.0 → 4.1
Official: Upgrading to Godot 4.1
WebRTCPeerConnectionExtension._create_data_channel()return type isWebRTCDataChannel.
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
SceneMultiplayercaching protocol incompatible across 4.2/4.3 — upgrade all peers together; gate matchmaking on engine version.
4.3 → 4.4
Official: Upgrading to Godot 4.4
No skill-relevant breaking changes for this hop.
4.4 → 4.5
Official: Upgrading to Godot 4.5
Node.get_rpc_config()→get_node_rpc_config().JSONRPC.set_scope()→set_method()for JSON-RPC multiplayer backends.
4.5 → 4.6
Official: Upgrading to Godot 4.6
StreamPeerTCPdisconnect/status/poll →StreamPeerSocket;TCPServerlisten helpers →SocketServer.
4.6 → 4.7
Official: Upgrading to Godot 4.7
No skill-relevant breaking changes for this hop.