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.
Shortcutspelling;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
PackedByteArraystorage format may not open in older editors.
4.3 → 4.4
Official: Upgrading to Godot 4.4
@export_filestoresuid://paths from the Inspector — scripts expectingres://strings must resolve UIDs or use@export_file_path(4.5+).FileAccess.store_*methods returnboolsuccess — add error checks to custom serializers.Curveenforcesmin_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; useduplicate_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
returnstatement in custom Resource subclasses.