# Godot 4 Migration

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

- Skill: `techwavedev/godot-4-migration` (Agent Skill)
- Install (CLI): `npx skillmds@latest add techwavedev/godot-4-migration`
- Raw SKILL.md: https://api.skillmd.com/api/skills/techwavedev/godot-4-migration/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: techwavedev (https://skillmd.com/u/techwavedev)
- Updated: 2026-09-10
- Page: https://skillmd.com/skills/techwavedev/godot-4-migration

---


# 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:**
```gdscript
var health setget set_health, get_health

func set_health(value):
    health = value
```

**Godot 4:**
```gdscript
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:**
```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 better performance and type safety.

```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:** 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()`.

---

<!-- AGI-INTEGRATION-START -->

## AGI Framework Integration

> **Adapted for [@techwavedev/agi-agent-kit](https://www.npmjs.com/package/@techwavedev/agi-agent-kit)**
> Original source: [antigravity-awesome-skills](https://github.com/sickn33/antigravity-awesome-skills)

### Memory-First Protocol

Retrieve prior design decisions (color palettes, typography, spacing scales) to maintain visual consistency across sessions. Cache generated design tokens.

```bash
# Check for prior frontend/design context before starting
python3 execution/memory_manager.py auto --query "design system decisions and component patterns for Godot 4 Migration"
```

### Storing Results

After completing work, store frontend/design decisions for future sessions:

```bash
python3 execution/memory_manager.py store \
  --content "Design system: adopted 8px grid, Inter font family, HSL color tokens with dark mode support" \
  --type decision --project <project> \
  --tags godot-4-migration frontend
```

### Multi-Agent Collaboration

Share design decisions with backend agents (API contract changes) and QA agents (visual regression baselines).

```bash
python3 execution/cross_agent_context.py store \
  --agent "<your-agent>" \
  --action "Implemented UI components — new design system with accessibility compliance (WCAG 2.1 AA)" \
  --project <project>
```

### Design Memory Persistence

Store design system tokens and component decisions in Qdrant so any agent on any platform (Claude, Gemini, Cursor) can retrieve and apply consistent styling.

<!-- AGI-INTEGRATION-END -->

