Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
Upgrading from Godot 4.5 to Godot 4.6
For most games and apps made with 4.5 it should be relatively safe to migrate to 4.6. This page intends to cover everything you need to pay attention to when migrating your project.
破壊的変更
If you are migrating from 4.5 to 4.6, the breaking changes listed here might affect you. Changes are grouped by areas/systems.
この記事では、各破壊的変更がGDScriptに影響するかどうか、またC#の破壊的変更が バイナリ互換 なのか ソース互換 なのかを示します:
Binary compatible - Existing binaries will load and execute successfully without recompilation, and the run-time behavior won't change.
ソース互換: Godotをアップグレードしてもソースコードの変更なしでコンパイルに成功します。
Core
Change |
GDScript Compatible |
C# バイナリ互換 |
C# ソース互換 |
Introduced |
|---|---|---|---|---|
FileAccess |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
パフォーマンス |
||||
Method |
✔️ |
✔️ |
✔️ |
アニメーション
Change |
GDScript Compatible |
C# バイナリ互換 |
C# ソース互換 |
Introduced |
|---|---|---|---|---|
AnimationPlayer |
||||
Property |
✔️ |
❌ |
❌ |
|
Property |
✔️ |
❌ |
❌ |
|
Property |
✔️ |
❌ |
❌ |
|
Method |
✔️ |
❌ |
❌ |
|
Signal |
✔️ |
❌ |
❌ |
3D
Change |
GDScript Compatible |
C# バイナリ互換 |
C# ソース互換 |
Introduced |
|---|---|---|---|---|
SpringBoneSimulator3D |
||||
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
レンダリング
Change |
GDScript Compatible |
C# バイナリ互換 |
C# ソース互換 |
Introduced |
|---|---|---|---|---|
DisplayServer |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
GUI nodes
Change |
GDScript Compatible |
C# バイナリ互換 |
C# ソース互換 |
Introduced |
|---|---|---|---|---|
Control |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
FileDialog |
||||
Method |
✔️ |
✔️ |
✔️ |
|
LineEdit |
||||
Method |
✔️ |
✔️ |
✔️ |
|
SplitContainer |
||||
Method |
✔️ |
✔️ |
✔️ |
ネットワーク
Change |
GDScript Compatible |
C# バイナリ互換 |
C# ソース互換 |
Introduced |
|---|---|---|---|---|
StreamPeerTCP |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
TCPServer |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
OpenXR
Change |
GDScript Compatible |
C# バイナリ互換 |
C# ソース互換 |
Introduced |
|---|---|---|---|---|
OpenXRExtensionWrapper |
||||
Method |
❌ |
❌ |
❌ |
|
Method |
N/A |
N/A |
N/A |
注釈
The OpenXRExtensionWrapper type is intended to be subclassed from GDExtensions. The method _set_instance_create_info_and_get_next_pointer
has a void* parameter so it's not exposed to scripting.
エディタ
Change |
GDScript Compatible |
C# バイナリ互換 |
C# ソース互換 |
Introduced |
|---|---|---|---|---|
EditorExportPreset |
||||
Method |
✔️ |
❌ |
❌ |
|
EditorFileDialog |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
❌ |
❌ |
❌ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Property |
✔️ |
❌ |
✔️ |
|
Property |
✔️ |
✔️ |
✔️ |
|
Property |
✔️ |
✔️ |
✔️ |
|
Property |
✔️ |
✔️ |
✔️ |
|
Property |
✔️ |
❌ |
✔️ |
|
Property |
✔️ |
❌ |
✔️ |
|
Property |
✔️ |
✔️ |
✔️ |
|
Property |
✔️ |
✔️ |
✔️ |
|
Property |
✔️ |
✔️ |
✔️ |
|
Signal |
✔️ |
❌ |
✔️ |
|
Signal |
✔️ |
❌ |
✔️ |
|
Signal |
✔️ |
❌ |
✔️ |
|
Signal |
✔️ |
❌ |
✔️ |
Behavior changes
Android
注釈
The source sets configuration for Android export templates has been updated to match the default Android Studio project structure (GH-110829). This affects the directory layout of the Android project:
Files previously in
[Project root]/android/build/src/are now in[Project root]/android/build/src/main/java/.Android manifest file and assets directory have been moved to
src/main/subdirectories.
For example, GodotApp.java moved from src/com/godot/game/GodotApp.java to
src/main/java/com/godot/game/GodotApp.java.
Core
注釈
The TSCNファイル形式 has changed in two ways in Godot 4.6:
load_stepsis no longer written in scene files (GH-103352). This attribute wasn't used by the editor.Unique node IDs are now saved to scene files to help track nodes when they are moved or renamed (GH-106837). This makes scene refactoring significantly more robust.
The changes are backwards-compatible and forwards-compatible, which means scenes saved in Godot 4.5 can still be loaded in Godot 4.6 and vice-versa (notwithstanding other incompatible changes performed in the scene itself).
As a result, when saving a scene that was last edited in Godot 4.5 in Godot 4.6, significant diffs will occur in version control programs. These diffs are expected.
As a reminder, you can upgrade all files in a project to the latest format using in the editor, then committing the changes to version control. This allows you to avoid large diffs later on when editing scenes.
レンダリング
注釈
The default blend mode for Glow is now Screen, which looks more correct but is significantly brighter than the previous Soft Light mode (GH-110671).
Several other glow defaults were changed to ensure the glow didn't become too strong, but you will likely need to tweak glow properties in Environment after upgrading.
In addition, glow's Soft Light blend mode now always behaves as it did
previously with use_hdr_2d, regardless of the Viewport's use_hdr_2d
setting (GH-109971).
When using the Mobile renderer, the rewritten glow effect will look significantly different to the previous one for performance reasons (GH-110077). You may need to further adjust glow settings in Environment to achieve a similar look to before.
注釈
Volumetric fog blending has been changed to be more physically accurate (GH-112494). This will cause volumetric fog to appear brighter in most scenes.
To compensate for this, you will need to decrease volumetric fog density or brightness in Environment, or decrease the Volumetric Fog Energy property on specific lights.
Changed defaults
The following default values have been changed. If your project relies on the previous defaults, you may need to explicitly set them to the old values.
注釈
The default rendering driver on Windows for newly created projects is now D3D12 (GH-113213).
This can be changed in Project Settings under rendering/rendering_device/driver.windows.
注釈
The default 3D physics engine for newly created projects is now Jolt Physics (GH-105737).
This can be changed in Project Settings under physics/3d/physics_engine.
3D
Member |
Old Value |
New Value |
Introduced |
|---|---|---|---|
MeshInstance3D |
|||
Property |
NodePath("..") |
NodePath("") |
注釈
The default value of skeleton has changed. Enable animation/compatibility/default_parent_skeleton_in_mesh_instance_3d in Project Settings
if the old behavior is needed for compatibility.
レンダリング
Member |
Old Value |
New Value |
Introduced |
|---|---|---|---|
ProjectSettings |
|||
Property |
8 |
7 |
|
Property |
613 |
618 |
|
Environment |
|||
Property |
2 |
1 |
|
Property |
0.8 |
0.3 |
|
Property |
0.0 |
0.8 |
|
Property |
1.0 |
0.4 |
|
Property |
0.0 |
0.1 |
|
Property |
1.0 |
0.0 |
|
Property |
0.2 |
0.5 |
GUI nodes
Property/Parameter |
Old Value |
New Value |
Introduced |
|---|---|---|---|
PopupMenu |
|||
Property |
0.3 |
0.2 |
|
ResourceImporterCSVTranslation |
|||
Property |
true |
1 |