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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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referencesraycasting-queries.md

≈827 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Migration notes: godot-raycasting-queries

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

  • Area2D/Area3D.priority type is int (was float) — audit pick/filter ordering when multiple Areas participate in queries.
  • PhysicsDirectSpaceState2D/3D.collide_shape() return types changed — update overlap iteration (Array[Vector2] / Array[Vector3]).
  • Viewports with physics picking enabled auto-mark InputEvents handled — remove redundant manual event forwarding in mouse-pick ray tutorials.
  • Geometry3D.segment_intersects_convex takes Array[Plane].
  • Basis/Transform3D.looking_at and Node3D.look_at* gain optional use_model_front — set when LOS rays should align to model forward, not -Z.

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • Mesh format upgrade on open — regenerate convex/trimesh collision from upgraded mesh resources before shape queries rely on them.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • PhysicsShapeQueryParameters3D.motion is Vector3 (was Vector2) — fix 3D cast/sweep motion vectors in intersect_shape and shapecast helpers.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • SoftBody3D.set_point_pinned() gains optional insert_at — only affects 3D pin-query debug samples, not 2D ray workflows.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • Jolt: physics/jolt_physics_3d/simulation/areas_detect_static_bodies removed — Area3D overlap queries always include static bodies; filter with layers/masks in query parameters.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • New projects default 3D physics engine to Jolt — re-verify 3D ray/shapecast hit normals and tunneling behavior when switching engines mid-project.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Jolt: WorldBoundaryShape3D.plane.d sign flipped — infinite boundary ray tests may miss until d is negated.
  • Jolt: Area3D reports overlaps with SoftBody3D — layer/mask filters on overlap queries must account for soft bodies.
  • PhysicsServer2D.body_set_shape_as_one_way_collision() direction is shape-relative — one-way platform ray/snaps may need updated floor normals in 2D query debug draws.

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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