From antigravity-awesome-skills
Specialized guide for migrating Godot 3.x projects to Godot 4 (GDScript 2.0), covering syntax changes, Tweens, and exports.
npx claudepluginhub absjaded/antigravity-awesome-skillsThis skill uses the workspace's default tool permissions.
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.
Verifies tests pass on completed feature branch, presents options to merge locally, create GitHub PR, keep as-is or discard; executes choice and cleans up worktree.
Guides root cause investigation for bugs, test failures, unexpected behavior, performance issues, and build failures before proposing fixes.
Writes implementation plans from specs for multi-step tasks, mapping files and breaking into TDD bite-sized steps before coding.
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.
Tween node vs create_tween).export variables to @export annotations.@)Godot 4 uses @ for keywords that modify behavior.
export var x -> @export var xonready var y -> @onready var ytool -> @tool (at top of file)Properties now define setters/getters inline.
Godot 3:
var health setget set_health, get_health
func set_health(value):
health = value
Godot 4:
var health: int:
set(value):
health = value
emit_signal("health_changed", health)
get:
return health
The Tween node is deprecated. Use create_tween() in code.
Godot 3:
$Tween.interpolate_property(...)
$Tween.start()
Godot 4:
var tween = create_tween()
tween.tween_property($Sprite, "position", Vector2(100, 100), 1.0)
tween.parallel().tween_property($Sprite, "modulate:a", 0.0, 1.0)
String-based connections are discouraged. Use callables.
Godot 3:
connect("pressed", self, "_on_pressed")
Godot 4:
pressed.connect(_on_pressed)
GDScript 2.0 supports typed arrays for better performance and type safety.
# Godot 3
var enemies = []
# Godot 4
var enemies: Array[Node] = []
func _ready():
for child in get_children():
if child is Enemy:
enemies.append(child)
yield is replaced by await.
Godot 3:
yield(get_tree().create_timer(1.0), "timeout")
Godot 4:
await get_tree().create_timer(1.0).timeout
@export_range, @export_file, etc., for better inspector UI.var x: int) for performance gains in GDScript 2.0.super() to call parent methods instead of .function_name().emit_signal("name")) if you can use the signal object (name.emit()).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().