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/godot-version-migration

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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.

referencesresource-data-patterns.md

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Migration notes: godot-resource-data-patterns

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

  • ResourceSaver argument order; FileAccess static open patterns.
  • Shortcut spelling; ShortCut → Shortcut.
  • Reimport textures/meshes; ArrayMesh break.

4.0 → 4.1

Official: Upgrading to Godot 4.1

No skill-relevant breaking changes for this hop.

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

  • Scripted Object / typed Array binary serialization changes — verify Resource round-trips and save bundles.
  • Large PackedByteArray storage format may not open in older editors.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • @export_file stores uid:// paths from the Inspector — scripts expecting res:// strings must resolve UIDs or use @export_file_path (4.5+).
  • FileAccess.store_* methods return bool success — add error checks to custom serializers.
  • Curve enforces min_value/max_value — clamp runtime curve edits for data-driven tables.

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 full external subgraph clones.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • First save in 4.6 rewrites scenes with unique node IDs.
  • Scene unique IDs change diffs — migrate save schemas if they keyed on old node identity assumptions.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Packed array element assignment no longer triggers whole-property setter — audit data-binding Resources using typed arrays.
  • Typed-return overrides require an explicit return statement in custom Resource subclasses.

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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