Awesome-omni-skill godot-4-migration

Specialized guide for migrating Godot 3.x projects to Godot 4 (GDScript 2.0), covering syntax changes, Tweens, and exports.

install
source · Clone the upstream repo
git clone https://github.com/diegosouzapw/awesome-omni-skill
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/diegosouzapw/awesome-omni-skill "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/tools/godot-4-migration" ~/.claude/skills/diegosouzapw-awesome-omni-skill-godot-4-migration && rm -rf "$T"
manifest: skills/tools/godot-4-migration/SKILL.md
source content

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
    Tween
    node vs
    create_tween
    ).
  • Use when updating
    export
    variables to
    @export
    annotations.

Key Changes

1. Annotations (
@
)

Godot 4 uses

@
for keywords that modify behavior.

  • export var x
    ->
    @export var x
  • onready var y
    ->
    @onready var y
  • tool
    ->
    @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()
.