Upgrading from Godot 4.2 to Godot 4.3
For most games and apps made with 4.2 it should be relatively safe to migrate to 4.3. This page intends to cover everything you need to pay attention to when migrating your project.
Breaking changes
If you are migrating from 4.2 to 4.3, the breaking changes listed here might affect you. Changes are grouped by areas/systems.
This article indicates whether each breaking change affects GDScript and whether the C# breaking change is binary compatible or source compatible:
Binary compatible - Existing binaries will load and execute successfully without recompilation, and the run-time behavior won’t change.
Source compatible - Source code will compile successfully without changes when upgrading Godot.
GDExtension
Change | GDScript Compatible | C# Binary Compatible | C# Source Compatible | Introduced |
---|---|---|---|---|
GDExtension | ||||
Method | ❌ | ❌ | ❌ | |
Method | ❌ | ❌ | ❌ | |
Method | ❌ | ❌ | ❌ |
Since it was basically impossible to use these methods in any useful way, these methods have been removed. Use GDExtensionManager::load_extension
and GDExtensionManager::unload_extension
instead to correctly load and unload a GDExtension.
Animation
Change | GDScript Compatible | C# Binary Compatible | C# Source Compatible | Introduced |
---|---|---|---|---|
Animation | ||||
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
AnimationMixer | ||||
Method | ✔️ | ❌ | ❌ | |
Skeleton3D | ||||
Method | ✔️ | ❌ | ✔️ | |
Signal | ❌ | ❌ | ❌ | |
BoneAttachment3D | ||||
Method | ✔️ | ✔️ | ✔️ |
GUI nodes
Change | GDScript Compatible | C# Binary Compatible | C# Source Compatible | Introduced |
---|---|---|---|---|
AcceptDialog | ||||
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ |
Physics
Change | GDScript Compatible | C# Binary Compatible | C# Source Compatible | Introduced |
---|---|---|---|---|
PhysicsShapeQueryParameters3D | ||||
Property | ❌ | ❌ | ❌ |
Note
In C#, the enum PhysicsServer3D.G6DofJointAxisFlag
breaks compatibility because of the way the bindings generator detects the enum prefix. New members were added in GH-89851 to the enum that caused the enum members to be renamed.
Rendering
Change | GDScript Compatible | C# Binary Compatible | C# Source Compatible | Introduced |
---|---|---|---|---|
RenderingDevice | ||||
Enum field | ✔️ | ❌ | ❌ | |
Enum field | ✔️ | ❌ | ❌ | |
Enum field | ✔️ | ❌ | ❌ | |
Enum field | ✔️ | ❌ | ❌ | |
Enum field | ✔️ | ❌ | ❌ | |
Enum field | ✔️ | ❌ | ❌ | |
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
RenderingServer | ||||
Method | ✔️ | ✔️ | ✔️ | |
RenderSceneBuffersRD | ||||
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ |
Note
While the values of the enum fields in RenderingDevice.InitialAction
and RenderingDevice.FinalAction
changed, the only method that consumed them (draw_list_begin
) added a compatibility method which supports the old values. So in practice it doesn’t break compatibility.
Note
In C#, the enum RenderingDevice.DriverResource
breaks compatibility because of the way the bindings generator detects the enum prefix. New members were added in GH-83452 to the enum that caused the enum members to be renamed.
Text
Change | GDScript Compatible | C# Binary Compatible | C# Source Compatible | Introduced |
---|---|---|---|---|
Font | ||||
Method | ✔️ | ✔️ | ✔️ | |
RichTextLabel | ||||
Method | ✔️ | ✔️ | ✔️ | |
TextServer | ||||
Method | ✔️ | ✔️ | ✔️ | |
TextServerExtension | ||||
Method | ❌ | ❌ | ❌ |
Audio
Change | GDScript Compatible | C# Binary Compatible | C# Source Compatible | Introduced |
---|---|---|---|---|
AudioStreamPlaybackPolyphonic | ||||
Method | ✔️ | ✔️ | ✔️ |
Navigation
Change | GDScript Compatible | C# Binary Compatible | C# Source Compatible | Introduced |
---|---|---|---|---|
AStar2D | ||||
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
AStar3D | ||||
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
AStarGrid2D | ||||
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
NavigationRegion2D | ||||
Property | ❌ | ❌ | ❌ | |
Property | ❌ | ❌ | ❌ | |
Method | ❌ | ❌ | ❌ | |
Method | ❌ | ❌ | ❌ |
Note
The constrain avoidance feature in NavigationRegion2D
was experimental and has been discontinued with no replacement.
TileMap
Change | GDScript Compatible | C# Binary Compatible | C# Source Compatible | Introduced |
---|---|---|---|---|
TileData | ||||
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ |
XR
Change | GDScript Compatible | C# Binary Compatible | C# Source Compatible | Introduced |
---|---|---|---|---|
WebXRInterface | ||||
Method | ✔️ | ❌ | ✔️ | |
XRServer | ||||
Method | ✔️ | ❌ | ❌ |
Editor plugins
Change | GDScript Compatible | C# Binary Compatible | C# Source Compatible | Introduced |
---|---|---|---|---|
EditorInspectorPlugin | ||||
Method | ✔️ | ✔️ | ✔️ | |
EditorPlugin | ||||
Method | ✔️ | ✔️ | ✔️ | |
Method | ✔️ | ✔️ | ✔️ | |
EditorSceneFormatImporterFBX | ||||
Type renamed to | ❌ | ❌ | ❌ |
Behavior changes
In 4.3 some behavior changes have been introduced, which might require you to adjust your project.
Core
Note
Binary serialization was modified to fix some issues with the serialization of scripted Objects and typed Arrays (GH-78219). This breaks compat with script encoding/decoding.
Note
PackedByteArray
is now able to use a more compact base64 encoding for storage. But the trade-off is that it breaks compatibility, meaning that older versions of Godot may not be able to open resources saved by 4.3 (GH-89186).
To maximize compatibility, this new storage format will only be enabled for resources and scenes that contain large PackedByteArrays for now. Support for this new format will also be added in patch updates for older versions of Godot. Once all supported Godot versions are able to read the new format, we will gradually retire the compatibility measures and have all resources and scenes use the new storage format.
Note
In C#, the Transform3D.InterpolateWith
implementation was fixed to use the right order of operations, applying the rotation before the scale (GH-89843).
Note
In C#, the Aabb.GetSupport
implementation was fixed to properly return the support vector (GH-88919).
Note
In C#, the Variant types’ ToString
implementation now defaults to using the InvariantCulture
(GH-89547) which means Vector2(1.2, 3.4)
is formatted using .
as the decimal separator independently of the language of the operating system that the program is running on.
Animation
Note
AnimationMixer
replaced its Capture mode with a new Capture feature that works much better than the old one, this replaces the existing cache (GH-86715).
Note
AnimationNode
has a reworked process for retrieving the semantic time info. This ensures that time-related behavior works as expected, but changes the blending behavior. Implementors of the _process
virtual method should also note that this method is now deprecated and will be replaced by a new one in the future (GH-87171).
More information about the changes to Animation can be found in the Migrating Animations from Godot 4.0 to 4.3 article.
GUI nodes
Note
The default font outline color was changed from white to black (GH-54641).
Note
The auto_translate
property is deprecated in favor of the auto_translate_mode
property which is now in Node
(GH-87530). The default value for auto_translate_mode
is AUTO_TRANSLATE_INHERIT
, which means nodes inherit the auto_translate_mode
value from their parent. This means, existing nodes with the auto_translate
property set to true
may no longer be translated if they are children of a node with the auto_translate
property set to false
.
Multiplayer
Note
The SceneMultiplayer
caching protocol was changed to send the received ID instead of the Node path when sending a node removal confirmation packet (GH-90027).
This is a breaking change for the high-level multiplayer protocol making it incompatible with previous Godot versions. Upgrade both your server and client versions to Godot 4.3 to handle this change gracefully.
Note that high-level multiplayer facilities are only ever meant to be compatible with server and client using the same Godot version. It is recommended to implement some kind of version checking.
Rendering
Note
Decals now convert the modulate color from an sRGB color to a linear color, like all other inputs, to ensure proper blending (GH-89849). Existing projects that were using the decal’s modulate property will notice a change in their visuals.
Note
The reverse Z depth buffer technique is now implemented. This may break compatibility for some shaders. Read the Introducing Reverse Z (AKA I’m sorry for breaking your shader) article for more information and guidance on how to fix common scenarios.
TileMap
Note
TileMap
layers were moved to individual nodes (GH-87379 and GH-89179).
Android
Note
Android permissions are no longer requested automatically because it goes against the recommended best practices (GH-87080). Use the request_permission
method in OS
and the on_request_permissions_result
signal on MainLoop
to request permissions and wait for the user response.
User-contributed notes
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