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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.

referencesproject-templates.md

≈793 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Migration notes: godot-project-templates

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

  • Object.get_meta_list return type is Array[StringName] (was PackedStringArray).
  • WorkerThreadPool.wait_for_task_completion now returns Error.

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • NOTIFICATION_NODE_RECACHE_REQUESTED removed from Node.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • Binary serialization of scripted Objects/typed Arrays changed — re-test template Resource round-trips.
  • PackedByteArray may use compact base64 storage; older editors may not open 4.3 resources with large byte arrays.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • @export_file stores uid:// paths from the Inspector (breaking vs res:// expectations).
  • FileAccess.store_* methods return bool success.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • Resource.duplicate(true) deep-duplicates only internal resources; use duplicate_deep(DEEP_DUPLICATE_ALL) for old behavior.
  • ProjectSettings.add_property_info warns on invalid/usage keys.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • TSCN gains unique node IDs (large VCS diffs on first 4.6 save — expected for scaffold scenes).
  • New project defaults: D3D12 on Windows; Jolt for 3D physics — document in FPS/3D template rows.
  • MeshInstance3D.skeleton default is empty NodePath — enable compatibility setting if old parent-skeleton behavior needed.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • New projects default stretch mode canvas_items (was disabled); aspect expand (was keep) — override in template bootstrap if legacy behavior is required.
  • Asset Store replaces Asset Library naming in the editor.
  • Sky reflection roughness_layers default restored toward 8.
  • Object.is_class takes StringName.
  • Setting an element of a packed array property no longer calls the property setter for the whole array.
  • Overrides of methods with typed returns must actually return (add return null if needed).

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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