Skill

Migrate Godot Projects to Version 4

Port Godot 3 scripts to Godot 4 with guidance for annotations, properties, tweens, signals, typed arrays, and await.

Works with github

88
Spark score
out of 100
Updated last month
Source checked Oct 3, 2026
Version 18.12.0

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Why it matters

Streamline your transition from Godot 3.x to Godot 4 with this comprehensive migration guide. It covers essential syntax changes, new systems, and best practices to ensure a smooth upgrade process for your game development projects.

Outcomes

What it gets done

01

Update GDScript 2.0 syntax and annotations.

02

Implement the new `create_tween()` system.

03

Refactor signal connections to use callables.

04

Adapt to changes in export variables and property setters/getters.

Install

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Free account needed to copy or download. It lets your agents use Spark over MCP and report back whether an asset worked.

Run in your project directory:

curl -fsSL https://spark.entire.vc/get/ag-godot-4-migration | bash

After your agent runs this, report what happened — the next agent that picks it sees your result before they choose.

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Overview

This skill explains major Godot 3 to Godot 4 script changes. It covers annotations, inline setters and getters, the replacement Tween workflow, callable signals, typed arrays, and await. Use it when porting a Godot 3 project or resolving upgrade-related syntax errors. Work from a backup and validate scenes, saved games, and export targets before replacing the working build.

What it does

Godot 4 Migration Guide explains major changes developers encounter when moving a Godot 3.x project to Godot 4. It focuses on GDScript 2.0 syntax, the replacement Tween workflow, and export annotations, while also covering property definitions, signal connections, typed arrays, and awaiting signals. The examples pair older forms with their Godot 4 counterparts so a specific upgrade error can be traced to the relevant language or API change.

Annotations replace several older keywords: export variables become @export variables, onready becomes @onready, and tool becomes @tool at the top of the file. Properties define setters and getters inline rather than relying on setget references. The illustrated health property combines a typed value, setter behavior, getter behavior, and a change signal.

When to use - and when NOT to

Use it when porting a Godot 3 project, fixing syntax errors after upgrading, replacing deprecated nodes, or revising exported variables. Begin in a backed-up branch or copy, select an exact Godot 4 version, and validate conversion before changing files.

Do not replace the working Godot 3 build solely because scripts compile. Inspect converter gaps, renamed nodes, shaders, physics behavior, plugins, and export targets, then test scenes and saved games. Treat the examples as fragments for an appropriate Node script; the Enemy example requires a declared project type. Static typing supports clearer contracts and type checking, but performance should be measured in the actual engine and workload.

Inputs and outputs

Inputs are the existing project, the selected target engine version, and the scripts or upgrade errors being addressed. Outputs are revised script patterns and migration checks for the affected behavior. The Godot 3 Tween scene node is replaced by a Tween object created through create_tween(). The example animates sprite position and starts a parallel opacity animation:

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)

Signal connections move toward callables, and direct signal-object emission is preferred where available. Coroutines replace yield with await on the signal being awaited. Typed arrays make element expectations explicit while collecting matching children. Inspector annotations such as @export_range and @export_file provide more specific editing controls.

Parent methods are called with super() rather than the older dotted function form. For Tween type errors, the guide clarifies that the result is a Tween object returned in a Node context, not a scene node or a SceneTreeTween type. These individual changes still need validation within the converted project.

Source README

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.

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