Godot 4 API pitfalls
Most GDScript in tutorials, forum answers and model training data is Godot 3. Godot 4 renamed classes, methods and properties and changed the GDScript syntax. Some Godot 3 code fails to parse, and some parses but breaks only at runtime. Before writing code, confirm the version: project.godot has a line like config/features=PackedStringArray("4.7", ...).
Rewrite table
| Godot 3 (wrong in Godot 4) | Godot 4 |
|---|---|
KinematicBody2D, KinematicBody | CharacterBody2D, CharacterBody3D |
velocity = move_and_slide(velocity, Vector2.UP) | Set the velocity property, then call move_and_slide() with no arguments. up_direction and floor_snap_length are properties |
export var x = 1, export(int, 0, 10) var x | @export var x := 1, @export_range(0, 10) var x: int |
export(String, FILE, "*.json") var path | @export_file("*.json") var path: String |
export(Array, int) var a | @export var a: Array[int] |
onready var, tool | @onready var, @tool |
var hp setget set_hp, get_hp | var hp: int: set = set_hp, get = get_hp, or an inline set(value): block |
yield(obj, "signal_name") | await obj.signal_name |
yield(get_tree().create_timer(1.0), "timeout") | await get_tree().create_timer(1.0).timeout |
yield(get_tree(), "idle_frame") | await get_tree().process_frame |
connect("pressed", self, "_on_pressed", [arg]) | pressed.connect(_on_pressed.bind(arg)) |
emit_signal("died") | died.emit() (the string form still works but typos are only found at runtime) |
scene.instance() | scene.instantiate() |
get_tree().change_scene(path), change_scene_to(packed) | change_scene_to_file(path), change_scene_to_packed(packed) |
rand_range(a, b) | randf_range(a, b) or randi_range(a, b) |
stepify, deg2rad, rad2deg, range_lerp, str2var | snapped, deg_to_rad, rad_to_deg, remap, str_to_var |
Tween node: $Tween.interpolate_property(...), start() | var tween := create_tween(), then tween.tween_property(node, "property", final_value, duration) |
File.new(), file.open(path, File.READ) | FileAccess.open(path, FileAccess.READ) (returns null on failure, see FileAccess.get_open_error()) |
Directory.new() | DirAccess.open(path) |
to_json(v), parse_json(s) | JSON.stringify(v), JSON.parse_string(s) |
OS.get_ticks_msec(), OS.get_unix_time(), OS.get_datetime() | Time.get_ticks_msec(), Time.get_unix_time_from_system(), Time.get_datetime_dict_from_system() |
OS.window_fullscreen = true, OS.get_screen_size() | DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN), DisplayServer.screen_get_size() |
OS.set_window_title("Game") | get_window().title = "Game" |
Spatial, translation | Node3D, position |
extends Reference, Transform, Quat | extends RefCounted, Transform3D, Quaternion |
pause_mode = PAUSE_MODE_PROCESS | process_mode = PROCESS_MODE_ALWAYS |
Sprite, AnimatedSprite, Position2D, Particles2D, TextureProgress | Sprite2D, AnimatedSprite2D, Marker2D, GPUParticles2D, TextureProgressBar |
rect_position, rect_size, rect_min_size | position, size, custom_minimum_size |
margin_left (Control) | offset_left |
Label.align = Label.ALIGN_CENTER | horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER |
add_color_override, add_font_override, add_stylebox_override, add_constant_override | add_theme_color_override, add_theme_font_override, add_theme_stylebox_override, add_theme_constant_override |
Color.red, Color.white | Color.RED, Color.WHITE |
PoolStringArray, PoolVector2Array, PoolIntArray, PoolRealArray | PackedStringArray, PackedVector2Array, PackedInt32Array, PackedFloat32Array |
update() (redraw a CanvasItem) | queue_redraw() |
TileMap.set_cellv(pos, id), world_to_map | TileMapLayer.set_cell(coords, source_id, atlas_coords), local_to_map (see the godot-tilemaplayer skill) |
BUTTON_LEFT, BUTTON_WHEEL_UP | MOUSE_BUTTON_LEFT, MOUSE_BUTTON_WHEEL_UP |
event.scancode, event.control | event.keycode (or physical_keycode), event.ctrl_pressed |
array.empty(), array.remove(i), array.invert() | is_empty(), remove_at(i), reverse() |
set_collision_layer_bit(0, true) (0-based bit) | set_collision_layer_value(1, true) (1-based layer number) |
space_state.intersect_ray(from, to) | space_state.intersect_ray(PhysicsRayQueryParameters2D.create(from, to)) |
RayCast2D.cast_to | target_position |
get_tree().set_input_as_handled() | get_viewport().set_input_as_handled() |
remote func, remotesync func, puppet func, is_network_master() | @rpc("any_peer") func, @rpc("any_peer", "call_local") func, @rpc func (only the authority may call it), is_multiplayer_authority(). master func has no direct equivalent: use @rpc("any_peer") and check multiplayer.get_remote_sender_id() |
Engine.editor_hint, filename | Engine.is_editor_hint(), scene_file_path |
RectangleShape2D.extents (half size) | size (full size, so double the old value) |
ResourceSaver.save(path, resource) | ResourceSaver.save(resource, path) |
Less common renames (3D, XR, navigation, shaders, threads) are in references/renames.md.
Before and after
Character controller:
extends KinematicBody2D
export var speed = 200
var velocity = Vector2()
func _physics_process(delta):
velocity.x = Input.get_axis("ui_left", "ui_right") * speed
velocity = move_and_slide(velocity, Vector2.UP)
extends CharacterBody2D
@export var speed := 200.0
@export var jump_velocity := -400.0
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = jump_velocity
velocity.x = Input.get_axis("ui_left", "ui_right") * speed
move_and_slide()
Properties, signals, timers and tweens:
tool
extends Node2D
export(int, 0, 100) var health = 100 setget set_health
onready var button = $Button
func _ready():
button.connect("pressed", self, "_on_button_pressed")
func set_health(value):
health = clamp(value, 0, 100)
update()
func _on_button_pressed():
$Tween.interpolate_property(self, "modulate:a", 1.0, 0.0, 0.5)
$Tween.start()
yield($Tween, "tween_all_completed")
queue_free()
@tool
extends Node2D
@export_range(0, 100) var health: int = 100:
set(value):
health = clampi(value, 0, 100)
queue_redraw()
@onready var button: Button = $Button
func _ready() -> void:
button.pressed.connect(_on_button_pressed)
func _on_button_pressed() -> void:
var tween := create_tween()
tween.tween_property(self, "modulate:a", 0.0, 0.5)
await tween.finished
queue_free()
Files, time, randomness and scenes:
extends Node
func save_score(score):
var file = File.new()
file.open("user://save.json", File.WRITE)
file.store_string(to_json({"score": score, "time": OS.get_unix_time()}))
file.close()
func spawn(scene):
var enemy = scene.instance()
enemy.position = Vector2(rand_range(0, 100), 0)
add_child(enemy)
extends Node
@export var enemy_scene: PackedScene
func save_score(score: int) -> void:
var file := FileAccess.open("user://save.json", FileAccess.WRITE)
if file == null:
push_error("Cannot open save file: %s" % error_string(FileAccess.get_open_error()))
return
file.store_string(JSON.stringify({"score": score, "time": Time.get_unix_time_from_system()}))
func spawn() -> void:
var enemy := enemy_scene.instantiate() as Node2D
enemy.position = Vector2(randf_range(0.0, 100.0), 0.0)
add_child(enemy)
func go_to_menu() -> void:
get_tree().change_scene_to_file("res://menu.tscn")
What the parser does not catch
godot --check-only reports an unknown member as an error only when the receiver is self, a built-in type (Array, Vector2, Color) or a class name called statically (OS.get_unix_time()); wrong argument counts and types are errors too. A member that is missing on an object, even a typed one such as var shape := RectangleShape2D.new(), is treated as "may exist on a subtype" and parses with default settings. These Godot 3 lines all pass --check-only on Godot 4.7.2 and fail only when they run:
scene.instance()on aPackedScene,get_tree().change_scene(path),get_tree().set_input_as_handled()shape.extentson aRectangleShape2D,$Panel.rect_sizeevent.scancodeorevent.controlon anInputEvent
To make the parser reject them during a check, put these lines in a temporary override.cfg next to project.godot (Godot reads it on top of project.godot, --check-only included) and delete it afterwards; if the project already has an override.cfg, append and restore it instead. 2 means Error:
[debug]
gdscript/warnings/unsafe_method_access=2
gdscript/warnings/unsafe_property_access=2
Do not leave these in the user's project.godot unless asked: at Error every untyped call such as body.take_damage(1) or $Sprite.play() is a parse error, and the game still starts with exit code 0, printing only Failed to load script. Typed code passes, so prefer typed references: @onready var panel: Panel = $Panel, and var key := event as InputEventKey before reading key.keycode.
Behaviour changes that no parser catches:
- Lifecycle methods such as
_ready()no longer call the parent class implementation implicitly. Callsuper()when an inherited script needs it. Array.slice(begin, end)excludesend.Camera2D.zoomis inverted: larger values zoom in.String.right(n)returns the lastncharacters.randomize()runs automatically at startup. Setseed()for reproducible randomness.call_group()is immediate. Usecall_group_flags(SceneTree.GROUP_CALL_DEFERRED, ...)for the old deferred behaviour.AnimatedSprite2D.playingwas removed. Callplay().TileMapstill exists but is deprecated. New code uses oneTileMapLayernode per layer.
Self-check
-
Search the scripts you wrote or changed for Godot 3 names (GNU grep; add
-Por adapt for other greps):grep -rnE --include='*.gd' \ -e '\b(KinematicBody2D|KinematicBody|Spatial|Position2D|Particles2D|TextureProgress)\b' \ -e '\b(yield|setget|rand_range|stepify|deg2rad|rad2deg|range_lerp|to_json|parse_json|funcref)\b' \ -e '\b(idle_frame|pause_mode|Reference|Quat)\b|\bPAUSE_MODE_' \ -e '^(export|onready|tool)\b|^(remote|master|puppet)(sync)? func' \ -e '\.instance\(|change_scene(_to)?\(|\b(File|Directory)\.new\(|OS\.(get_ticks|get_unix_time|get_datetime|window_)' \ -e '\brect_[a-z_]+\b|(^|[^"])\bmargin_(left|right|top|bottom)\b|add_(color|font|stylebox|constant|icon)_override' \ -e '\bPool[A-Za-z0-9]+Array\b|\bBUTTON_(LEFT|RIGHT|MIDDLE|WHEEL)|\.scancode\b|set_cellv|world_to_map|map_to_world' \ -e 'connect\("[^"]+", *self|interpolate_property|\bextends +Sprite *$' .Rewrite each match with the table above. The quoted
"margin_left"theme constants ofMarginContainerare Godot 4 names and are not matched. No match does not prove the code is Godot 4: the list is the common subset. -
Parse each changed script from the project root:
godot --headless --path . --check-only --script res://path/to/script.gd. Read the output, not only the exit code. With the temporaryoverride.cfgabove, renamed members on typed objects fail here too. -
Run the scene that uses the script and read its output, because runtime errors do not change the exit code. The godot-verify skill has the commands.