Upgrading from Godot 4.3 to Godot 4.4
For most games and apps made with 4.3 it should be relatively safe to migrate to 4.4. This page intends to cover everything you need to pay attention to when migrating your project.
Änderungen, die etwas kaputtmachen können
If you are migrating from 4.3 to 4.4, the breaking changes listed here might affect you. Changes are grouped by areas/systems.
Dieser Artikel gibt an, ob die einzelnen Änderungen GDScript betreffen und ob die C#-Änderung binärkompatibel oder quelltextkompatibel ist:
Binary compatible - Existing binaries will load and execute successfully without recompilation, and the run-time behavior won't change.
Quellcodekompatibel - Der Quellcode wird beim Upgrade von Godot ohne Änderungen erfolgreich kompiliert.
Kern
Veränderung |
GDScript- kompatibel |
C#-binär- kompatibel |
C#-quellcode- kompatibel |
Eingeführt in |
|---|---|---|---|---|
FileAccess |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
OS |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
❌ |
✔️ |
✔️ |
|
RegEx |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Semaphore |
||||
Method |
✔️ |
✔️ |
✔️ |
|
TranslationServer |
||||
Method |
✔️ |
✔️ |
✔️ |
GUI-Nodes
Veränderung |
GDScript- kompatibel |
C#-binär- kompatibel |
C#-quellcode- kompatibel |
Eingeführt in |
|---|---|---|---|---|
RichTextLabel |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
GraphEdit |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Signal |
❌ |
❌ |
❌ |
Physik
Veränderung |
GDScript- kompatibel |
C#-binär- kompatibel |
C#-quellcode- kompatibel |
Eingeführt in |
|---|---|---|---|---|
SoftBody3D |
||||
Method |
✔️ |
✔️ |
✔️ |
Rendern
Veränderung |
GDScript- kompatibel |
C#-binär- kompatibel |
C#-quellcode- kompatibel |
Eingeführt in |
|---|---|---|---|---|
CPUParticles2D |
||||
Method |
✔️ |
✔️ |
✔️ |
|
CPUParticles3D |
||||
Method |
✔️ |
✔️ |
✔️ |
|
GPUParticles2D |
||||
Method |
✔️ |
✔️ |
✔️ |
|
GPUParticles3D |
||||
Method |
✔️ |
✔️ |
✔️ |
|
RenderingDevice |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
❌ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
RenderingServer |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Shader |
||||
Method |
✔️ |
❌ |
❌ |
|
Method |
✔️ |
❌ |
✔️ |
|
VisualShaderNodeCubemap |
||||
Property |
✔️ |
❌ |
❌ |
|
VisualShaderNodeTexture2DArray |
||||
Property |
✔️ |
❌ |
❌ |
Bemerkung
In C#, the enum RenderingDevice.StorageBufferUsage breaks compatibility because of the way the bindings generator
detects the enum prefix. New members where added in GH-100062 to the enum that caused the enum members to be renamed.
Editor-Plugins
Veränderung |
GDScript- kompatibel |
C#-binär- kompatibel |
C#-quellcode- kompatibel |
Eingeführt in |
|---|---|---|---|---|
EditorInterface |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
EditorSceneFormatImporter |
||||
Method |
❌ |
❌ |
❌ |
|
EditorTranslationParserPlugin |
||||
Method |
❌ |
❌ |
❌ |
Bemerkung
The method _get_import_flags was never used by the engine. It was removed despite the
compatibility breakage as there's no way for users to rely on this affecting engine behavior.
Änderungen am Verhalten
Kern
Bemerkung
The Curve resource now enforces its value range, so min_value and max_value need to be changed
if any of the points fall outside of the default [0, 1] range.
Rendern
Bemerkung
The VisualShaderNodeVec4Constant shader node had its input type changed to Vector4. Users need to
recreate the values in their constants.
CSG
Bemerkung
The CSG implementation now uses Emmett Lalish's Manifold library (GH-94321).
The new implementation is more consistent with manifold definitions and fixes a number of bugs and stability
issues. As a result, non-manifold meshes are no longer supported. You can use MeshInstance3D for
rendering non-manifold geometry, such as quads or planes.
Android
Bemerkung
Android sensor events are no longer enabled by default (GH-94799). Projects that use sensor events can enable them as needed in Project Settings under Input Devices > Sensors.