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.prioritytype isint(wasfloat) — 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_convextakesArray[Plane].Basis/Transform3D.looking_atandNode3D.look_at*gain optionaluse_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.motionisVector3(wasVector2) — fix 3D cast/sweep motion vectors inintersect_shapeand shapecast helpers.
4.3 → 4.4
Official: Upgrading to Godot 4.4
SoftBody3D.set_point_pinned()gains optionalinsert_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_bodiesremoved —Area3Doverlap 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.dsign flipped — infinite boundary ray tests may miss untildis negated. - Jolt:
Area3Dreports overlaps withSoftBody3D— 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.