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 4.3 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.
破坏性更改
If you are migrating from 4.3 to 4.4, the breaking changes listed here might affect you. Changes are grouped by areas/systems.
这篇文章指出了每项破坏性改动是否会影响 GDScript,以及 C# 的破坏性改动是 二进制兼容 还是 源代码兼容:
Binary compatible - Existing binaries will load and execute successfully without recompilation, and the run-time behavior won't change.
源代码兼容—— 在升级 Godot 时,源代码可成功编译,无需更改。
核心
更改 |
GDScript 兼容 |
C# 二进制兼容 |
C# 源代码兼容 |
引入 |
---|---|---|---|---|
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 |
✔️ |
✔️ |
✔️ |
Export annotations
警告
The behavior of @export_file
changed in Godot 4.4. When assigning a new value
from the Inspector, the path is now stored and returned as a uid://
reference
instead of the traditional res://
path(GH-97912). This is a breaking change and may
cause issues if you're expecting res://
-based paths in scripts or serialized
files.
For example, exported arrays of files may now contain a mix of uid://
and
res://
paths, especially if they were partially edited in the Inspector.
In 4.4, the only way to retain the res://
format is to manually edit the
.tscn or .tres files in a text editor. Starting in Godot 4.5, a new annotation
@export_file_path
can be used to explicitly retain the old behavior and export
raw res://
paths.
GUI 节点
更改 |
GDScript 兼容 |
C# 二进制兼容 |
C# 源代码兼容 |
引入 |
---|---|---|---|---|
RichTextLabel |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
GraphEdit |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Signal |
❌ |
❌ |
❌ |
物理
更改 |
GDScript 兼容 |
C# 二进制兼容 |
C# 源代码兼容 |
引入 |
---|---|---|---|---|
SoftBody3D |
||||
Method |
✔️ |
✔️ |
✔️ |
渲染
更改 |
GDScript 兼容 |
C# 二进制兼容 |
C# 源代码兼容 |
引入 |
---|---|---|---|---|
CPUParticles2D |
||||
Method |
✔️ |
✔️ |
✔️ |
|
CPUParticles3D |
||||
Method |
✔️ |
✔️ |
✔️ |
|
GPUParticles2D |
||||
Method |
✔️ |
✔️ |
✔️ |
|
GPUParticles3D |
||||
Method |
✔️ |
✔️ |
✔️ |
|
RenderingDevice |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
❌ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
RenderingServer |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Shader |
||||
Method |
✔️ |
❌ |
❌ |
|
Method |
✔️ |
❌ |
✔️ |
|
VisualShaderNodeCubemap |
||||
Property |
✔️ |
❌ |
❌ |
|
VisualShaderNodeTexture2DArray |
||||
Property |
✔️ |
❌ |
❌ |
备注
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.
编辑器插件
更改 |
GDScript 兼容 |
C# 二进制兼容 |
C# 源代码兼容 |
引入 |
---|---|---|---|---|
EditorInterface |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
EditorSceneFormatImporter |
||||
Method |
❌ |
❌ |
❌ |
|
EditorTranslationParserPlugin |
||||
Method |
❌ |
❌ |
❌ |
备注
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.
行为更改
核心
备注
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.
渲染
备注
The VisualShaderNodeVec4Constant
shader node had its input type changed to Vector4
. Users need to
recreate the values in their constants.
CSG
备注
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
备注
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.