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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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referencesphysics-3d.md

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Migration notes: godot-physics-3d

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

  • Default 3D physics: Bullet removed → GodotPhysics; expect different contacts/joints — re-tune.
  • KinematicBody → CharacterBody3D; Spatial physics helpers → Node3D tree.
  • Shape resources: BoxShape→BoxShape3D, PlaneShape→WorldBoundaryShape3D, RayShape→SeparationRayShape3D.
  • CSG/VoxelGI extents → size with halved numeric values.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • Area3D.priority type is int (was float) — audit gravity-well / trigger priority comparisons in skill examples.
  • PhysicsDirectSpaceState3D.collide_shape() returns Array[Vector3] — update overlap iteration in shapecast and direct-query snippets.
  • Viewports with physics picking enabled auto-mark InputEvents handled — drop manual pick-event forwarding in 3D ray/pick tutorials.
  • Geometry3D.segment_intersects_convex takes Array[Plane] — fix convex cast helpers that passed a single plane array incorrectly.
  • MeshInstance3D.create_multiple_convex_collisions accepts optional settings — use when retuning generated collision hulls after import.
  • PathFollow2D.lookahead removed (2D paths in mixed scenes); Basis/Transform3D.looking_at and Node3D.look_at* gain optional use_model_front.

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • Mesh format upgrade dialog on project open — re-import or run Project → Tools → Upgrade Mesh Surfaces before relying on legacy .mesh collision sources.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • PhysicsShapeQueryParameters3D.motion is Vector3 (was Vector2) — fix 3D sweep/shapecast examples that copy-pasted 2D motion vectors.
  • Reverse Z depth convention flipped — custom debug shaders drawing contact normals or depth comparisons may need updated math (see official Reverse Z article).
  • Skeleton3D.add_bone returns int32; pose update signal renamed — update ragdoll setup snippets that assumed old return/signal names.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • SoftBody3D.set_point_pinned() gains optional insert_at — pass ordered pin indices when building cloth attachment lists procedurally.
  • Manifold CSG required — non-manifold CSG booleans fail; use MeshInstance3D trimesh/convex colliders for planes and quads used in world-building.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • Jolt: project setting physics/jolt_physics_3d/simulation/areas_detect_static_bodies removed — Area3D always reports static overlaps; filter with layers/masks instead of that toggle.
  • GLTF/BLEND/FBX Naming Version for non-joint skeleton nodes — set Import dock version for older rigged collision sources.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • New projects default 3D physics engine to Jolt — existing projects keep prior setting; compare Godot Physics vs Jolt before shipping ragdoll/vehicle/soft-body samples.
  • MeshInstance3D.skeleton default is empty NodePath (was implicit parent) — assign skeleton path explicitly in skinned collision/ragdoll scenes.
  • SpringBone-related enums moved to SkeletonModifier3D — update ragdoll/blend tooling that referenced old enum locations.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Jolt: WorldBoundaryShape3D.plane.d sign convention flipped vs 4.6 — negate d on infinite floor/ceiling boundaries if colliders shifted after upgrade.
  • Jolt: SoftBody3D default total mass is 1 kg (not 0 → per-point auto mass) — retune linear_stiffness, damping_coefficient, and pin attachments in soft-body presets.
  • Jolt: Area3D now reports overlaps with SoftBody3D — adjust collision layers/masks or you get surprise overlap signals on trigger volumes.

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.

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