Upgrading from Godot 3 to Godot 4

Should I upgrade to Godot 4?

Before beginning the upgrade process, it’s worth thinking about the advantages and disadvantages that upgrading would bring to your project.

Advantages of upgrading

Along with the new features present in 4.0, upgrading gives the following advantages:

  • Many bugs are fixed in 4.0, but cannot be resolved in 3.x for various reasons (such as graphics API differences or backwards compatibility).

  • 4.x will enjoy a longer support period. Godot 3.x will continue to be supported for some time after 4.0 is released, but it will eventually stop receiving support.

See Documentation changelog for a list of pages documenting new features in Godot 4.0.

Disadvantages of upgrading

If you don’t need any features present in Godot 4.0, you may want to stay on Godot 3.x for the following reasons:

  • Godot 3.x is tried and true, while Godot 4 remains in its early stages.

    • Godot 4.0 is expected to contain workflow and performance issues that Godot 3.x doesn’t have. These issues will be ironed out over time in future Godot 4.x releases.
  • Godot 4 has fewer third-party tutorials available compared to Godot 3.x. If you’re new to game engines, you may have a better experience using Godot 3.x as a result.

  • Godot 4’s baseline hardware requirements (such as memory usage) are slightly higher, both for the editor and exported projects. This was required for the implementation of some core optimizations.

  • Since Godot 4 includes more features than Godot 3, Godot 4’s binary size for exported projects is larger. While this can be mitigated by optimizing a build for size, a 4.0 build with a given set of enabled modules will remain larger compared to a 3.x build with the same modules. This can be an issue for exporting to the Web, as binary size directly influences how fast the engine can initialize (regardless of download speed).

  • Godot 4 does not and will not have support for GLES2 rendering. (There is still support for GLES3 rendering using the new OpenGL backend, which means that devices without Vulkan support can still run Godot 4.)

    • If you are targeting very old hardware such as Intel Sandy Bridge (2nd generation) integrated graphics, this will prevent the project from running on such hardware after upgrading. Software OpenGL implementations can be used to bypass this limitation, but they’re too slow for gaming.

Caveats of upgrading

Since Godot 4 is a complete rewrite in many aspects, some features have unfortunately been lost in the process. Some of these features may be restored in future Godot releases:

  • Bullet physics was removed in favor of GodotPhysics. This only affects 3D projects that used the default physics engine (which was Bullet) and didn’t manually change it to GodotPhysics. There are no plans to re-add Bullet physics in core, but a third-party add-on could be created for it thanks to GDExtension.

  • By default, rendering in 2D is no longer performed in HDR, which means “overbright” modulate values have no visible effect. Since Godot 4.2, you can enable the project setting HDR 2D to perform 2D rendering in HDR. See also Using glow in 2D.

  • While rendering still happens in HDR in 3D when using the Forward Plus or Forward Mobile backends, Viewports cannot return HDR data anymore. This is planned to be restored at some point in the future.

  • Mono was replaced by .NET 6. This means exporting C# projects to Android, iOS and HTML5 is no longer supported for now. Exporting C# projects to desktop platforms is still supported, and as of 4.2 there’s experimental support for exporting to mobile platforms. Support for exporting C# projects to more platforms will be restored in future 4.x releases as upstream support improves.

You can find a more complete list of functional regressions by searching for issues labeled “regression” but not “bug” on GitHub.

Preparing before the upgrade (optional)

If you want to be ready to upgrade to Godot 4 in the future, consider using Tweener and the Time singleton in your project. These classes are both available in Godot 3.5 and later.

This way, you won’t be relying on the deprecated Tween node and OS time functions, both of which are removed in Godot 4.0.

It’s also a good idea to rename external shaders so that their extension is .gdshader instead of .shader. Godot 3.x supports both extensions, but only .gdshader is supported in Godot 4.0.

Running the project upgrade tool

Warning

Make a full backup of your project before upgrading! The project upgrade tool will not perform any backups of the project that is being upgraded.

You can backup a project by using version control, or by copying the project folder to another location.

Using the Project Manager

To use the project upgrade tool:

  1. Open the Godot 4 Project Manager.

  2. Import the Godot 3.x project using the Import button, or use the Scan button to find the project within a folder.

  3. Double-click the imported project (or select the project then choose Edit).

  4. You will see a dialog appearing with two options: Convert project.godot Only and Convert Full Project. After ensuring your project is backed up (see the above warning), choose Convert Full Project. Convert project.godot Only is intended to be used for advanced use cases only, in case the conversion tool fails.

  5. Wait until the project conversion process finishes. This can take up to a few minutes for large projects with lots of scenes.

  6. When the Project Manager interface becomes available again, double-click the project (or select the project then choose Edit) to open it in the editor.

If you hit conversion issues due to some project files being too large or long, you can use the command line to upgrade the project (see below). This will allow you to override the converter’s size limits.

Using the command line

To use the project upgrade tool from the command line, it’s recommended to validate the project conversion by running the Godot editor binary with the following arguments:

  1. # [<max_file_kb>] [<max_line_size>] are optional arguments.
  2. # Remove them if you aren't changing their values.
  3. path/to/godot.binary --path /path/to/project/folder --validate-conversion-3to4 [<max_file_kb>] [<max_line_size>]

If the list of planned upgrades looks good to you, run the following command on the Godot editor binary to upgrade project files:

  1. # [<max_file_kb>] [<max_line_size>] are optional arguments.
  2. # Remove them if you aren't changing their values.
  3. path/to/godot.binary --path /path/to/project/folder --convert-3to4 [<max_file_kb>] [<max_line_size>]

[<max_file_kb>] and [<max_line_size>] are optional arguments to specify the maximum size of files to be converted (in kilobytes and lines). The default limits are 4 MB and 100,000 lines respectively. If a file hits either of those limits, it will not be upgraded by the project converter. This is useful to prevent large resources from slowing down the upgrade to a crawl.

If you still want large files to be converted by the project upgrade tool, increase the size limits when running the project upgrade tool. For example, running the Godot editor binary with those arguments increases both limits by a 10× factor:

  1. path/to/godot.binary --path /path/to/project/folder --convert-3to4 40000 1000000

Note

Only Godot 3.0 and later projects can be upgraded using the project conversion tool found in the Godot 4 editor.

It’s recommended to ensure that your project is up-to-date with the latest 3.x stable release before running the project upgrade tool.

Fixing the project after running the project upgrade tool

After upgrading the project, you may notice that certain things don’t look as they should. Scripts will likely contain various errors as well (possibly hundreds in large projects). This is because the project upgrade tool cannot cater to all situations. Therefore, a large part of the upgrade process remains manual.

Automatically renamed nodes and resources

The list below refers to nodes which were simply renamed for consistency or clarity in Godot 4.0. The project upgrade tool renames them automatically in your scripts.

One noteworthy set of renames is 3D nodes, which all got a 3D suffix added for consistency with their 2D counterparts. For example, Area is now Area3D.

For ease of searching, this table lists all nodes and resources that were renamed and are automatically converted, excluding the ones which only involved adding a 3D suffix to the old name:

Old name (Godot 3.x)

New name (Godot 4)

AnimatedSprite

AnimatedSprite2D

ARVRCamera

XRCamera3D

ARVRController

XRController3D

ARVRAnchor

XRAnchor3D

ARVRInterface

XRInterface

ARVROrigin

XROrigin3D

ARVRPositionalTracker

XRPositionalTracker

ARVRServer

XRServer

CubeMesh

BoxMesh

EditorSpatialGizmo

EditorNode3DGizmo

EditorSpatialGizmoPlugin

EditorNode3DGizmoPlugin

GIProbe

VoxelGI

GIProbeData

VoxelGIData

GradientTexture

GradientTexture1D

KinematicBody

CharacterBody3D

KinematicBody2D

CharacterBody2D

Light2D

PointLight2D

LineShape2D

WorldBoundaryShape2D

Listener

AudioListener3D

NavigationMeshInstance

NavigationRegion3D

NavigationPolygonInstance

NavigationRegion2D

Navigation2DServer

NavigationServer2D

PanoramaSky

Sky

Particles

GPUParticles3D

Particles2D

GPUParticles2D

ParticlesMaterial

ParticleProcessMaterial

Physics2DDirectBodyState

PhysicsDirectBodyState2D

Physics2DDirectSpaceState

PhysicsDirectSpaceState2D

Physics2DServer

PhysicsServer2D

Physics2DShapeQueryParameters

PhysicsShapeQueryParameters2D

Physics2DTestMotionResult

PhysicsTestMotionResult2D

PlaneShape

WorldBoundaryShape3D

Position2D

Marker2D

Position3D

Marker3D

ProceduralSky

Sky

RayShape

SeparationRayShape3D

RayShape2D

SeparationRayShape2D

ShortCut

Shortcut

Spatial

Node3D

SpatialGizmo

Node3DGizmo

SpatialMaterial

StandardMaterial3D

Sprite

Sprite2D

StreamTexture

CompressedTexture2D

TextureProgress

TextureProgressBar

VideoPlayer

VideoStreamPlayer

ViewportContainer

SubViewportContainer

Viewport

SubViewport

VisibilityEnabler

VisibleOnScreenEnabler3D

VisibilityNotifier

VisibleOnScreenNotifier3D

VisibilityNotifier2D

VisibleOnScreenNotifier2D

VisibilityNotifier3D

VisibleOnScreenNotifier3D

VisualServer

RenderingServer

VisualShaderNodeScalarConstant

VisualShaderNodeFloatConstant

VisualShaderNodeScalarFunc

VisualShaderNodeFloatFunc

VisualShaderNodeScalarOp

VisualShaderNodeFloatOp

VisualShaderNodeScalarClamp

VisualShaderNodeClamp

VisualShaderNodeVectorClamp

VisualShaderNodeClamp

VisualShaderNodeScalarInterp

VisualShaderNodeMix

VisualShaderNodeVectorInterp

VisualShaderNodeMix

VisualShaderNodeVectorScalarMix

VisualShaderNodeMix

VisualShaderNodeScalarSmoothStep

VisualShaderNodeSmoothStep

VisualShaderNodeVectorSmoothStep

VisualShaderNodeSmoothStep

VisualShaderNodeVectorScalarSmoothStep

VisualShaderNodeSmoothStep

VisualShaderNodeVectorScalarStep

VisualShaderNodeStep

VisualShaderNodeScalarSwitch

VisualShaderNodeSwitch

VisualShaderNodeScalarTransformMult

VisualShaderNodeTransformOp

VisualShaderNodeScalarDerivativeFunc

VisualShaderNodeDerivativeFunc

VisualShaderNodeVectorDerivativeFunc

VisualShaderNodeDerivativeFunc

VisualShaderNodeBooleanUniform

VisualShaderNodeBooleanParameter

VisualShaderNodeColorUniform

VisualShaderNodeColorParameter

VisualShaderNodeScalarUniform

VisualShaderNodeFloatParameter

VisualShaderNodeCubeMapUniform

VisualShaderNodeCubeMapParameter

VisualShaderNodeTextureUniform

VisualShaderNodeTexture2DParameter

VisualShaderNodeTextureUniformTriplanar

VisualShaderNodeTextureParameterTriplanar

VisualShaderNodeTransformUniform

VisualShaderNodeTransformParameter

VisualShaderNodeVec3Uniform

VisualShaderNodeVec3Parameter

VisualShaderNodeUniform

VisualShaderNodeParameter

VisualShaderNodeUniformRef

VisualShaderNodeParameterRef

Manually renaming methods, properties, signals and constants

Due to how the project upgrade tool works, not all API renames can be performed automatically. The list below contains all renames that must be performed manually using the script editor.

If you cannot find a node or resource in the list below, refer to the above table to find its new name.

Tip

You can use the Replace in Files dialog to speed up replacement by pressing Ctrl + Shift + R while the script editor is open. However, be careful as the Replace in Files dialog doesn’t offer any way to undo a replacement. Use version control to commit your upgrade work regularly. Command line tools such as sd can also be used if you need something more flexible than the editor’s Replace in Files dialog.

If using C#, remember to search for outdated API usage with PascalCase notation in the project (and perform the replacement with PascalCase notation).

Methods

  • File and Directory classes were replaced by FileAccess and DirAccess, which have an entirely different API. Several methods are now static, which means you can call them directly on FileAccess or DirAccess without having to create an instance of that class.

  • Screen and window-related methods from the OS singleton (such as OS.get_screen_size()) were moved to the DisplayServer singleton. Method naming was also changed to use the DisplayServer.<object>_<get/set>_property() form instead. For example, OS.get_screen_size() becomes DisplayServer.screen_get_size().

  • Time and date methods from the OS singleton were moved to the Time singleton. (The Time singleton is also available in Godot 3.5 and later.)

  • You may have to replace some instance() calls with instantiate(). The converter should handle this automatically, but this relies on custom code that may not work in 100% of situations.

  • AcceptDialog’s set_autowrap() is now set_autowrap_mode().

  • AnimationNode’s process() is now _process() (note the leading underscore, which denotes a virtual method).

  • AStar2D and AStar3D’s get_points() is now get_points_id().

  • BaseButton’s set_event() is now set_shortcut().

  • Camera2D’s get_v_offset() is now get_drag_vertical_offset().

  • Camera2D’s set_v_offset() is now set_drag_vertical_offset().

  • CanvasItem’s update() is now queue_redraw().

  • Control’s set_tooltip() is now set_tooltip_text().

  • EditorNode3DGizmoPlugin’s create_gizmo() is now _create_gizmo() (note the leading underscore, which denotes a virtual method).

  • ENetMultiplayerPeer’s get_peer_port() is now get_peer().

  • FileDialog’s get_mode() is now get_file_mode().

  • FileDialog’s set_mode() is now set_file_mode().

  • GraphNode’s get_offset() is now get_position_offset().

  • GridMap’s world_to_map() is now local_to_map().

  • GridMap’s map_to_world() is now map_to_local().

  • Image’s get_rect() is now get_region().

  • ItemList’s get_v_scroll() is now get_v_scroll_bar().

  • MultiPlayerAPI’s get_network_connected_peers() is now get_peers().

  • MultiPlayerAPI’s get_network_peer() is now get_peer().

  • MultiPlayerAPI’s get_network_unique_id() is now get_unique_id().

  • MultiPlayerAPI’s has_network_peer() is now has_multiplayer_peer().

  • PacketPeerUDP’s is_listening() is now is_bound().

  • PacketPeerUDP’s listen() is now bind().

  • ParticleProcessMaterial’s set_flag() is now set_particle_flag().

  • ResourceFormatLoader’s get_dependencies() is now _get_dependencies() (note the leading underscore, which denotes a virtual method).

  • SceneTree’s change_scene() is now change_scene_to_file().

  • Shortcut’s is_valid() is now has_valid_event().

  • TileMap’s world_to_map() is now local_to_map().

  • TileMap’s map_to_world() is now map_to_local().

  • Transform2D’s xform() is mat * vec and xform_inv() is vec * mat.

Properties

Note

If a property is listed here, its associated getter and setter methods must also be renamed manually if used in the project. For example, PathFollow2D and PathFollow3D’s set_offset() and get_offset() must be renamed to set_progress() and get_progress() respectively.

  • Control’s margin is now offset.

  • Label’s percent_visible is now visible_ratio.

  • MultiPlayerAPI’s refuse_new_network_connections is now refuse_new_connections.

  • PathFollow2D and PathFollow3D’s offset is now progress.

  • TextureProgressBar’s percent_visible is now show_percentage.

  • The extents property on CSG nodes and VoxelGI will have to be replaced with size, with the set value halved (as they’re no longer half-extents). This also affects its setter/getter methods set_extents() and get_extents().

  • The Engine.editor_hint property was removed in favor of the Engine.is_editor_hint() method. This is because it’s read-only, and properties in Godot are not used for read-only values.

Enums

  • CPUParticles2D’s FLAG_MAX is now PARTICLE_FLAG_MAX.

Signals

  • FileSystemDock’s instantiate is now instance.

  • CanvasItem’s hide is now hidden. This rename does not apply to the hide() method, only the signal.

  • Tween’s tween_all_completed is now loop_finished.

  • EditorSettings’ changed is now settings_changed.

Constants

  • Color names are now uppercase and use underscores between words. For example, Color.palegreen is now Color.PALE_GREEN.

  • MainLoop’s NOTIFICATION_ constants were duplicated to Node which means you can remove the MainLoop. prefix when referencing them.

  • MainLoop’s NOTIFICATION_WM_QUIT_REQUEST is now NOTIFICATION_WM_CLOSE_REQUEST.

Checking project settings

Several project settings were renamed, and some of them had their enums changed in incompatible ways (such as shadow filter quality). This means you may need to set some project settings’ values again. Make sure the Advanced toggle is enabled in the project settings dialog so you can see all project settings.

Checking Environment settings

Graphics quality settings were moved from Environment properties to project settings. This was done to make run-time quality adjustments easier, without having to access the currently active Environment resource then modify its properties.

As a result, you will have to configure Environment quality settings in the project settings as old Environment quality settings aren’t converted automatically to project settings.

If you have a graphics settings menu that changed environment properties in Godot 3.x, you will have to change its code to call RenderingServer methods that affect environment effects’ quality. Only the “base” toggle of each environment effect and its visual knobs remain within the Environment resource.

Updating shaders

There have been some changes to shaders that aren’t covered by the upgrade tool. You will need to make some manual changes, especially if your shader uses coordinate space transformations or a custom light() function.

The .shader file extension is no longer supported, which means you must rename .shader files to .gdshader and update references accordingly in scene/resource files using an external text editor.

Some notable changes you will need to perform in shaders are:

  • Texture filter and repeat modes are now set on individual uniforms, rather than the texture files themselves.

  • hint_albedo is now source_color.

  • hint_color is now source_color.

  • Built in matrix variables were renamed.

  • Particles shaders no longer use the vertex() processor function. Instead they use start() and process().

  • In the Forward+ and Mobile renderers, normalized device coordinates now have a Z-range of [0.0,1.0] instead of [-1.0,1.0]. When reconstructing NDC from SCREEN_UV and depth, use vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, depth); instead of vec3 ndc = vec3(SCREEN_UV, depth) * 2.0 - 1.0;. The Compatibility renderer is unchanged, using the same NDC Z-range as 3.x.

  • The lighting model changed. If your shader has a custom light() function, you may need to make changes to get the same visual result.

  • In 4.3 and up, the reverse Z depth buffer technique is now implemented, which may break advanced shaders. See Introducing Reverse Z (AKA I’m sorry for breaking your shader).

See Shading language for more information.

This list is not exhaustive. If you made all the changes mentioned here and your shader still doesn’t work, try asking for help in one of the community channels.

Updating scripts to take backwards-incompatible changes into account

Some changes performed between Godot 3.x and 4 are not renames, but they still break backwards compatibility due to different default behavior.

The most notable examples of this are:

  • Lifecycle functions such as _ready() and _process() no longer implicitly call parent classes’ functions that have the same name. Instead, you must use super() at the top of a lifecycle function in the child class so that the parent class function is called first.

  • Both String and StringName are now exposed to GDScript. This allows for greater optimization, as StringName is specifically designed to be used for “constant” strings that are created once and reused many times. These types are not strictly equivalent to each other, which means is_same("example", &"example") returns false. Although in most cases they are interchangeable ("example" == &"example" returns true), sometimes you may have to replace "example" with &"example".

  • GDScript setter and getter syntax was changed, but it’s only partially converted by the conversion tool. In most cases, manual changes are required to make setters and getters working again.

  • GDScript signal connection syntax was changed. The conversion tool will use the string-based syntax which is still present in Godot 4, but it’s recommended to switch to the Signal-based syntax described on the linked page. This way, strings are no longer involved, which avoids issues with signal name errors that can only be discovered at run-time.

  • Built-in scripts that are tool scripts do not get the tool keyword converted to the @tool annotation.

  • The Tween node was removed in favor of Tweeners, which are also available in Godot 3.5 and later. See the original pull request for details.

  • randomize() is now automatically called on project load, so deterministic randomness with the global RandomNumberGenerate instance requires manually setting a seed in a script’s _ready() function.

  • call_group(), set_group() and notify_group() are now immediate by default. If calling an expensive function, this may result in stuttering when used on a group containing a large number of nodes. To use deferred calls like before, replace call_group(...) with call_group_flags(SceneTree.GROUP_CALL_DEFERRED, ...) (and do the same with set_group() and notify_group() respectively).

  • Instead of rotation_degrees, the rotation property is exposed to the editor, which is automatically displayed as degrees in the Inspector dock. This may break animations, as the conversion is not handled automatically by the conversion tool.

  • AABB‘s has_no_surface() was inverted and renamed to has_surface().

  • AABB and Rect2‘s has_no_area() was inverted and renamed to has_area().

  • AnimatedTexture‘s fps property was replaced by speed_scale, which works the same as AnimationPlayer’s playback_speed property.

  • AnimatedSprite2D and AnimatedSprite3D now allow negative speed_scale values. This may break animations if you relied on speed_scale being internally clamped to 0.0.

  • AnimatedSprite2D and AnimatedSprite3D‘s playing property was removed. Use play()/stop() method instead OR configure autoplay animation via the SpriteFrames bottom panel (but not both at once).

  • Array‘s slice() second parameter (end) is now exclusive, instead of being inclusive. For example, this means that [1, 2, 3].slice(0, 1) now returns [1] instead of [1, 2].

  • BaseButton‘s signals are now button_up and button_down. The pressed property is now button_pressed.

  • Camera2D‘s rotating property was replaced by ignore_rotation, which has inverted behavior.

  • Camera2D’s zoom property was inverted: higher values are now more zoomed in, instead of less.

  • Node‘s remove_and_skip() method was removed. If you need to reimplement it in a script, you can use the old C++ implementation as a reference.

  • OS.get_system_time_secs() should be converted to Time.get_time_dict_from_system()["second"].

  • ResourceSaver‘s save() method now has its arguments swapped around (resource: Resource, path: String). This also applies to ResourceFormatSaver‘s _save() method.

  • A StreamPeerTCP must have poll() called on it to update its state, instead of relying on get_status() automatically polling: GH-59582

  • String‘s right() method has changed behavior: it now returns a number of characters from the right of the string, rather than the right side of the string from a given position. If you need the old behavior, you can use substr() instead.

  • is_connected_to_host() was removed from StreamPeerTCP and PacketPeerUDP as per GH-59582. get_status() can be used in StreamPeerTCP instead. is_socket_connected() can be used in PacketPeerUDP instead.

  • In _get_property_list(), the or_lesser property hint string is now or_less.

  • In _get_property_list(), the noslider property hint string is now no_slider.

  • VisualShaderNodeVec4Parameter now takes a Vector4 as parameter instead of a Quaternion.

Removed or replaced nodes/resources

This lists all nodes that were replaced by another node requiring different configuration. The setup must be done from scratch again, as the project converter doesn’t support updating existing setups:

Removed node

Closest approximation

Comment

AnimationTreePlayer

AnimationTree

AnimationTreePlayer was deprecated since Godot 3.1.

BakedLightmap

LightmapGI

See Using Lightmap global illumination.

BakedLightmapData

LightmapGIData

BitmapFont

FontFile

See Using Fonts.

DynamicFont

FontFile

DynamicFontData

FontFile

Navigation2D

Node2D

Replaced by other 2D Navigation nodes.

Navigation3D

Node3D

Replaced by other 3D Navigation nodes.

OpenSimplexNoise

FastNoiseLite

Has different parameters and more noise types such as cellular. No support for 4D noise as it’s absent from the FastNoiseLite library.

ToolButton

Button

ToolButton was Button with the Flat property enabled by default.

YSort

Node2D or Control

CanvasItem has a new Y Sort Enabled property in 4.0.

ProximityGroup

Node3D

VisibleOnScreenNotifier3D can act as a replacement.

Portal

Node3D

Portal and room occlusion culling was replaced by raster occlusion culling (OccluderInstance3D node), which requires a different setup process.

Room

Node3D

RoomManager

Node3D

RoomGroup

Node3D

Occluder

Node3D

Geometry occlusion culling was replaced by raster occlusion culling (OccluderInstance3D node), which requires a different setup process.

OccluderShapeSphere

Resource

If loading an old project, the node will be replaced with its Closest approximation automatically (even if not using the project upgrade tool).

Threading changes

Threading APIs have changed in 4.0. For example, the following code snippet in Godot 3.x must be modified to work in 4.0:

  1. # 3.x
  2. var start_success = new_thread.start(self, "__threaded_background_loader",
  3. [resource_path, thread_num]
  4. )
  5. # 4.0
  6. var start_success = new_thread.start(__threaded_background_loader.bind(resource_path, thread_num))

Thread.is_active() is no longer used and should be converted to Thread.is_alive().

See also

See the changelog for a full list of changes between Godot 3.x and 4.

ArrayMesh resource compatibility breakage

If you’ve saved an ArrayMesh resource to a .res or .tres file, the format used in 4.0 is not compatible with the one used in 3.x. You will need to go through the process of importing the source mesh file and saving it as an ArrayMesh resource again.

List of automatically renamed methods, properties, signals and constants

The editor/renames_map_3_to_4.cpp source file lists all automatic renames performed by the project upgrade tool. Lines that are commented out refer to API renames that cannot be performed automatically.

Porting editor settings

Godot 3.x and 4.0 use different editor settings files. This means their settings can be changed independently from each other.

If you wish to port over your Godot 3.x settings to Godot 4, open the editor settings folder and copy editor_settings-3.tres to editor_settings-4.tres while the Godot 4 editor is closed.

Note

Many settings’ names and categories have changed since Godot 3.x. Editor settings whose name or category has changed won’t carry over to Godot 4.0; you will have to set their values again.


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