godot-4-migrationlisted
Install: claude install-skill aiskillstore/marketplace
# 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