arc-mastery
Use when designing motion paths, character movement trajectories, gesture animations, or any motion that should feel natural rather than robotic.
Specialized guide for migrating Godot 3.x projects to Godot 4 (GDScript 2.0), covering syntax changes, Tweens, and exports.
---
name: godot-4-migration
description: "Specialized guide for migrating Godot 3.x projects to Godot 4 (GDScript 2.0), covering syntax changes, Tweens, and exports."
risk: safe
source: community
date_added: "2026-02-27"
---
# 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.
## Migration procedure
Work in a backed-up branch or copy. Choose an exact Godot 4 version, validate conversion before changing files, and inspect converter gaps, renamed nodes, shaders, physics, plugins and export targets. Test scenes and saved games before replacing the working Godot 3 build. Examples below are fragments in an appropriate Node script; `Enemy` must be a declared project type.
Official guide: [Upgrading to Godot 4](https://docs.godotengine.org/en/stable/tutorials/migrating/upgrading_to_godot_4.html).
## 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:**
```gdscript
var health setget set_health, get_health
func set_health(value):
health = value
```
**Godot 4:**
```gdscript
signal health_changed(health: int)
var health: int = 100:
set(value):
health = value
emit_signal("health_changed", health)
get:
return health
```
### 3. Tween System
The Godot 3 `Tween` node was removed in Godot 4. Use `create_tween()` in code.
**Godot 3:**
```gdscript
$Tween.interpolate_property(...)
$Tween.start()
```
**Godot 4:**
```gdscript
var tween = create_tween()
tween.tween_property($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:**
```gdscript
connect("pressed", self, "_on_pressed")
```
**Godot 4:**
```gdscript
pressed.connect(_on_pressed)
```
## Examples
### Example 1: Typed Arrays
GDScript 2.0 supports typed arrays for type checking; measure performance rather than assuming a speedup.
```gdscript
# 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:**
```gdscript
yield(get_tree().create_timer(1.0), "timeout")
```
**Godot 4:**
```gdscript
await get_tree().create_timer(1.0).timeout
```
## Best Practices
- ✅ **Do:** Use `@export_range`, `@export_file`, etc., for better inspector UI.
- ✅ **Do:** Use static types (`var x: int`) for clearer contracts and type checking; measure performance in the target engine and workload.
- ✅ **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:** Godot 4 uses a `Tween` object returned by `create_tween()`, not a scene node or a `SceneTreeTween` type. Use `var tween: Tween = create_tween()` in a Node context.
## 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.
---
name: godot-4-migration
description: "Specialized guide for migrating Godot 3.x projects to Godot 4 (GDScript 2.0), covering syntax changes, Tweens, and exports."
risk: safe
source: community
date_added: "2026-02-27"
---
# 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.
## Migration procedure
Work in a backed-up branch or copy. Choose an exact Godot 4 version, validate conversion before changing files, and inspect converter gaps, renamed nodes, shaders, physics, plugins and export targets. Test scenes and saved games before replacing the working Godot 3 build. Examples below are fragments in an appropriate Node script; `Enemy` must be a declared project type.
Official guide: [Upgrading to Godot 4](https://docs.godotengine.org/en/stable/tutorials/migrating/upgrading_to_godot_4.html).
## 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:**
```gdscript
var health setget set_health, get_health
func set_health(value):
health = value
```
**Godot 4:**
```gdscript
signal health_changed(health: int)
var health: int = 100:
set(value):
health = value
emit_signal("health_changed", health)
get:
return health
```
### 3. Tween System
The Godot 3 `Tween` node was removed in Godot 4. Use `create_tween()` in code.
**Godot 3:**
```gdscript
$Tween.interpolate_property(...)
$Tween.start()
```
**Godot 4:**
```gdscript
var tween = create_tween()
tween.tween_property($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:**
```gdscript
connect("pressed", self, "_on_pressed")
```
**Godot 4:**
```gdscript
pressed.connect(_on_pressed)
```
## Examples
### Example 1: Typed Arrays
GDScript 2.0 supports typed arrays for type checking; measure performance rather than assuming a speedup.
```gdscript
# 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:**
```gdscript
yield(get_tree().create_timer(1.0), "timeout")
```
**Godot 4:**
```gdscript
await get_tree().create_timer(1.0).timeout
```
## Best Practices
- ✅ **Do:** Use `@export_range`, `@export_file`, etc., for better inspector UI.
- ✅ **Do:** Use static types (`var x: int`) for clearer contracts and type checking; measure performance in the target engine and workload.
- ✅ **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:** Godot 4 uses a `Tween` object returned by `create_tween()`, not a scene node or a `SceneTreeTween` type. Use `var tween: Tween = create_tween()` in a Node context.
## 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.
Imported SKILL.md format for Claude Code, Codex and Cursor. Review the complete instructions and required tools before use. Package integrity checked; individual agent behavior has not been tested.