Up to date
This page is up to date for Godot 4.2
.
If you still find outdated information, please open an issue.
Переход с Godot 3 на Godot 4¶
Стоит ли мне переходить на Godot 4?¶
Перед переходом, стоит подумать о преимуществах и недостатках, которые обновление принесет вашему проекту.
Преимущества обновления¶
Наряду с новыми возможностями, присутствующими в версии 4.0, обновление дает следующие преимущества:
Многие ошибки исправлены в версии 4.0, и они не могут быть устранены в версии 3.x по разным причинам (например, из-за различий в графических API ).
4.x будет иметь более длительный период поддержки . Godot 3.x будет продолжать поддерживаться в течение некоторого времени после выпуска 4.0, но в конечном итоге поддержка прекратится.
В История изменения документации приведен список страниц, документирующих новые функции Godot 4.0.
Недостатки обновления¶
Если вам не нужны какие-либо функции Godot 4.0, вы можете остаться на Godot 3.x по следующим причинам:
-
Ожидайте, что в Godot 4.0 будут проблемы с рабочим процессом и производительностью, которых нет в Godot 3.x. Со временем эти проблемы будут устранены в будущих версиях Godot 4.x.
По Godot 4 доступно меньше туториалов по сравнению с Godot 3.x. Если вы новичок в игровом движке, возможно, вам будет удобнее использовать Godot 3.x.
Базовые требования к оборудованию Godot 4 (например, к использованию памяти) немного выше как для редактора, так и для экспортированных проектов. Это было необходимо для реализации некоторых основных оптимизаций.
Поскольку в Godot 4 больше функций, чем Godot 3, размер двоичного файла у проектов Godot 4 больше. Хотя его можно уменьшить, оптимизировав сборку по размеру , сборка 4.0 с заданным набором включенных модулей останется больше по сравнению со сборкой 3.x с теми же модулями. Это может быть проблемой при экспорте в Web , поскольку размер двоичного файла напрямую влияет на скорость загрузки движка (независимо от скорости интернета).
Godot 4 не поддерживает и не будет поддерживать рендеринг GLES2. (По-прежнему поддерживается рендеринг GLES3 с использованием нового бэкэнда OpenGL, а это означает, что устройства без поддержки Vulkan по-прежнему могут запускать Godot 4.)
Если вы ориентируетесь на очень старое оборудование, например со встроенной графикой Intel Sandy Bridge (2-го поколения), это не позволит запустить проект на таком оборудовании после обновления. Можно использовать `Программные реализации OpenGL<https://github.com/pal1000/mesa-dist-win>`__ для обхода этого ограничения, но они слишком медленны для игр.
Предостережения при обновлении¶
Поскольку Godot 4 во многих аспектах полностью переписан, некоторые функции, к сожалению, были удалены. Некоторые из этих функций могут быть восстановлены в будущих версиях Godot:
Физика Bullet была удалена в пользу GodotPhysics. Это касается только 3D-проектов, в которых использовался физический движок по умолчанию (это был Bullet) и не менялось вручную на GodotPhysics. Планов по повторному добавлению физики Bullet нет, но для этого можно создать стороннее дополнение благодаря GDExtension.
Рендеринг в 2D больше не выполняется в HDR, что означает, что значения модуляции "overbright" не имеют видимого эффекта. В будущем это планируется восстановить.
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¶
Предупреждение
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:
Open the Godot 4 Project Manager.
Import the Godot 3.x project using the Import button, or use the Scan button to find the project within a folder.
Double-click the imported project (or select the project then choose Edit).
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.
Wait until the project conversion process finishes. This can take up to a few minutes for large projects with lots of scenes.
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:
# [<max_file_kb>] [<max_line_size>] are optional arguments.
# Remove them if you aren't changing their values.
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:
# [<max_file_kb>] [<max_line_size>] are optional arguments.
# Remove them if you aren't changing their values.
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:
path/to/godot.binary --path /path/to/project/folder --convert-3to4 40000 1000000
Примечание
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:
Старое название (Godot 3.x) |
Новое название (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 |
KinematicBоdy2D |
CharacterBody2D |
Light2D |
PointLight2D |
LineShape2D |
WorldBoundaryShape2D |
Слушатель |
AudioListener3D |
NavigationMeshInstance |
NavigationRegion3D |
NavigationPolygonInstance |
NavigationRegion2D |
Navigation2DServer |
NavigationServer2D |
PanoramaSky |
Sky |
Частицы |
GPUParticles3D |
Particles2D |
GPUParticles2D |
Материал частиц |
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.
Совет
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 theDisplayServer.<object>_<get/set>_property()
form instead. For example,OS.get_screen_size()
becomesDisplayServer.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 withinstantiate()
. 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 nowset_autowrap_mode()
.AnimationNode's
process()
is now_process()
(note the leading underscore, which denotes a virtual method).AStar2D and AStar3D's
get_points()
is nowget_points_id()
.BaseButton's
set_event()
is nowset_shortcut()
.Camera2D's
get_v_offset()
is nowget_drag_vertical_offset()
.Camera2D's
set_v_offset()
is nowset_drag_vertical_offset()
.CanvasItem's
update()
is nowqueue_redraw()
.Control's
set_tooltip()
is nowset_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 nowget_peer()
.FileDialog's
get_mode()
is nowget_file_mode()
.FileDialog's
set_mode()
is nowset_file_mode()
.GraphNode's
get_offset()
is nowget_position_offset()
.GridMap's
world_to_map()
is nowlocal_to_map()
.GridMap's
map_to_world()
is nowmap_to_local()
.Image's
get_rect()
is nowget_region()
.ItemList's
get_v_scroll()
is nowget_v_scroll_bar()
.MultiPlayerAPI's
get_network_connected_peers()
is nowget_peers()
.MultiPlayerAPI's
get_network_peer()
is nowget_peer()
.MultiPlayerAPI's
get_network_unique_id()
is nowget_unique_id()
.MultiPlayerAPI's
has_network_peer()
is nowhas_multiplayer_peer()
.PacketPeerUDP's
is_listening()
is nowis_bound()
.PacketPeerUDP's
listen()
is nowbind()
.ParticleProcessMaterial's
set_flag()
is nowset_particle_flag()
.ResourceFormatLoader's
get_dependencies()
is now_get_dependencies()
(note the leading underscore, which denotes a virtual method).SceneTree's
change_scene()
is nowchange_scene_to_file()
.Shortcut's
is_valid()
is nowhas_valid_event()
.TileMap's
world_to_map()
is nowlocal_to_map()
.TileMap's
map_to_world()
is nowmap_to_local()
.
Properties
Примечание
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 nowoffset
.Label's
percent_visible
is nowvisible_ratio
.MultiPlayerAPI's
refuse_new_network_connections
is nowrefuse_new_connections
.PathFollow2D and PathFollow3D's
offset
is nowprogress
.TextureProgressBar's
percent_visible
is nowshow_percentage
.The
extents
property on CSG nodes and VoxelGI will have to be replaced withsize
, with the set value halved (as they're no longer half-extents). This also affects its setter/getter methodsset_extents()
andget_extents()
.The
Engine.editor_hint
property was removed in favor of theEngine.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 nowPARTICLE_FLAG_MAX
.
Signals
FileSystemDock's
instantiate
is nowinstance
.CanvasItem's
hide
is nowhidden
. This rename does not apply to thehide()
method, only the signal.Tween's
tween_all_completed
is nowloop_finished
.EditorSettings'
changed
is nowsettings_changed
.
Constants
Color names are now uppercase and use underscores between words. For example,
Color.palegreen
is nowColor.PALE_GREEN
.MainLoop's
NOTIFICATION_
constants were duplicated toNode
which means you can remove theMainLoop.
prefix when referencing them.MainLoop's
NOTIFICATION_WM_QUIT_REQUEST
is nowNOTIFICATION_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.
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 renames 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 nowsource_color
.Particles shaders no longer use the
vertex()
processor function. Instead they usestart()
andprocess()
.
See Язык шейдеров for more information.
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 usesuper()
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")
returnsfalse
. Although in most cases they are interchangeable ("example" == &"example"
returnstrue
), 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()
andnotify_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, replacecall_group(...)
withcall_group_flags(SceneTree.GROUP_CALL_DEFERRED, ...)
(and do the same withset_group()
andnotify_group()
respectively).Instead of
rotation_degrees
, therotation
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 tohas_surface()
.AABB and Rect2's
has_no_area()
was inverted and renamed tohas_area()
.AnimatedTexture's
fps
property was replaced byspeed_scale
, which works the same as AnimationPlayer'splayback_speed
property.AnimatedSprite2D and AnimatedSprite3D now allow negative
speed_scale
values. This may break animations if you relied onspeed_scale
being internally clamped to0.0
.AnimatedSprite2D and AnimatedSprite3D's
playing
property was removed. Useplay()
/stop()
method instead OR configureautoplay
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
andbutton_down
. Thepressed
property is nowbutton_pressed
.Camera2D's
rotating
property was replaced byignore_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 toTime.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 onget_status()
automatically polling: GH-59582String'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 usesubstr()
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()
, theor_lesser
property hint string is nowor_less
.In
_get_property_list()
, thenoslider
property hint string is nowno_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 |
Комментарий |
---|---|---|
AnimationTreePlayer |
AnimationTree |
AnimationTreePlayer was deprecated since Godot 3.1. |
BakedLightmap |
LightmapGI |
|
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. |
Портал |
Node3D |
Portal and room occlusion culling was replaced by raster occlusion culling (OccluderInstance3D node), which requires a different setup process. |
Комната |
Node3D |
|
Менеджер комнат |
Node3D |
|
RoomGroup |
Node3D |
|
Occluder |
Node3D |
Geometry occlusion culling was replaced by raster occlusion culling (OccluderInstance3D node), which requires a different setup process. |
OccluderShapeSphere (Сферическая форма окклюдера) |
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:
# 3.x
var start_success = new_thread.start(self, "__threaded_background_loader",
[resource_path, thread_num]
)
# 4.0
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()
.
См.также
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.
Примечание
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.