godot-4-migration
Specialized guide for migrating Godot 3.x projects to Godot 4 (GDScript 2.0), covering syntax changes, Tweens, and exports.
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技能内容
Godot 4 Migration Guide
Overview
A critical guide for developers transitioning from Godot 3.x to Godot 4. This skill focuses on the major syntax changes in GDScript 2.0, the new Tween system, and export annotation updates.
When to Use This Skill
- Use when porting a Godot 3 project to Godot 4.
- Use when encountering syntax errors after upgrading.
- Use when replacing deprecated nodes (like
Tweennode vscreate_tween). - Use when updating
exportvariables to@exportannotations.
Key Changes
1. Annotations (@)
Godot 4 uses @ for keywords that modify behavior.
export var x->@export var xonready var y->@onready var ytool->@tool(at top of file)
2. Setters and Getters
Properties now define setters/getters inline.
Godot 3:
var health setget set_health, get_health
func set_health(value):
health = value
Godot 4:
var health: int:
set(value):
health = value
emit_signal("health_changed", health)
get:
return health
3. Tween System
The Tween node is deprecated. Use create_tween() in code.
Godot 3:
$Tween.interpolate_property(...)
$Tween.start()
Godot 4:
var tween = create_tween()
tween.tween_property($Sprite, "position", Vector2(100, 100), 1.0)
tween.parallel().tween_property($Sprite, "modulate:a", 0.0, 1.0)
4. Signal Connections
String-based connections are discouraged. Use callables.
Godot 3:
connect("pressed", self, "_on_pressed")
Godot 4:
pressed.connect(_on_pressed)
Examples
Example 1: Typed Arrays
GDScript 2.0 supports typed arrays for better performance and type safety.
# Godot 3
var enemies = []
# Godot 4
var enemies: Array[Node] = []
func _ready():
for child in get_children():
if child is Enemy:
enemies.append(child)
Example 2: Awaiting Signals (Coroutines)
yield is replaced by await.
Godot 3:
yield(get_tree().create_timer(1.0), "timeout")
Godot 4:
await get_tree().create_timer(1.0).timeout
Best Practices
- ✅ Do: Use
@export_range,@export_file, etc., for better inspector UI. - ✅ Do: Type all variables (
var x: int) for performance gains in GDScript 2.0. - ✅ Do: Use
super()to call parent methods instead of.function_name(). - ❌ Don't: Use string names for signals (
emit_signal("name")) if you can use the signal object (name.emit()).
Troubleshooting
Problem: "Identifier 'Tween' is not a valid type."
Solution: Tween is now SceneTreeTween or just an object returned by create_tween(). You rarely type it explicitly, just use var tween = create_tween().
Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
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plugins/agentic-awesome-skills-claude/skills/godot-4-migration/SKILL.md同一个仓库里的其他技能
同名技能的其他版本
有 3 个不同仓库或目录里都有叫 godot-4-migration 的技能。它们内容并不相同,别混用:
- sickn33/agentic-awesome-skills — Specialized guide for migrating Godot 3.x projects to Godot 4 (GDScript 2.0), covering syn
- sickn33/agentic-awesome-skills — Specialized guide for migrating Godot 3.x projects to Godot 4 (GDScript 2.0), covering syn