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Godot 4.7 Migration Guide
Complete guide for migrating Godot 4.x projects to version 4.7.
What's New in Godot 4.7
Rendering & Visual
- HDR output settings — Configure HDR display support in project settings
- New AreaLight3D — Enhanced area lighting with new modes and intensity profiles
- Nearest-neighbor viewport scaling — Pixel-perfect rendering for retro-style games
UI & Controls
- VirtualJoystick — Built-in virtual joystick node replaces third-party solutions
- PopupMenu search — Native search in popup menus
- Control offset transforms — New transform system for UI animation
Animation
- Collapsible animation tracks — Better organization in AnimationTrackEdit
- tween_await() — Await tween completion for sequential chains
Mobile & Android
- Perfetto tracing — Built-in Android performance profiling
- Android XR settings — New project settings for extended reality
Steam Integration
- Steam Frame configuration — Enhanced Steam overlay and frame support
Step-by-Step Migration
Step 1: Backup Your Project
cp -r MyGame MyGame_backup_4.6Step 2: Open in Godot 4.7 Editor
- Launch Godot 4.7
- Open your existing project
- Editor will auto-migrate project.godot settings
- Review migration warnings in the output panel
Step 3: Update project.godot Settings
# Add HDR support if needed
[rendering]
environment/default_environment="default_world.tres"
# Add Steam Frame config if using Steam
[steam]
app_id="YOUR_APP_ID"Step 4: Review AreaLight3D Changes
- Check all AreaLight3D nodes for new property options
- Update intensity profiles if using custom values
Step 5: Replace Custom VirtualJoysticks
If using third-party virtual joystick implementations:
- Remove custom VirtualJoystick scripts
- Add the built-in VirtualJoystick node to your scene
- Update input handling code (axis names may differ)
Step 6: Update Tween Patterns
Replace nested callbacks with tween_await():
# Before (4.6)
func play_sequence():
var tween = create_tween()
tween.tween_property($Sprite, "position:x", 100, 1.0)
tween.finished.connect(func():
var tween2 = create_tween()
tween2.tween_property($Sprite, "position:y", 50, 0.5)
)
# After (4.7)
func play_sequence():
await create_tween().tween_property($Sprite, "position:x", 100, 1.0).finished
await create_tween().tween_property($Sprite, "position:y", 50, 0.5).finishedStep 7: Test All Platforms
- Windows desktop build
- Linux/X11 build
- Android build (verify Perfetto tracing works)
- HTML5 build
- Steam build (if applicable)
Breaking Changes Checklist
- [ ] Review VirtualJoystick API changes if using custom implementations
- [ ] Update tween callback patterns to use await syntax
- [ ] Test HDR rendering pipeline impact on visual quality
- [ ] Verify Android XR settings if targeting XR devices
- [ ] Check Steam Frame configuration compatibility
Godot 4.7 Feature Quick Reference
| Feature | Category | Skill Coverage |
|---|---|---|
| HDR output | Rendering | godot-project-setup |
| AreaLight3D | Rendering | godot-code-review |
| VirtualJoystick | Mobile | godot-brainstorming |
| tween_await() | Animation | godot-gdscript-patterns |
| Perfetto tracing | Profiling | godot-debugging |
| Steam Frame | Networking | godot-project-setup |
MCP Bridge Tools (Optional — Live Editor Integration)
When the MCP bridge is running (Phase 2), these tools support migration:
- `script_validate` — Run with
suggestTweenAwait: trueto detect nested tween callbacks and suggestawaitmigration - `project_settings_read` — Check current HDR/Steam settings before migration
- `project_settings_set` — Apply 4.7 settings (e.g.,
rendering/hdr,steam/frame/*) directly - `file_search` — Search for deprecated API patterns across the project
- `class_db_info` — Verify new 4.7 classes like AreaLight3D and VirtualJoystick are available
Note: MCP tools require the Godot editor to be running with the MCP plugin enabled. Skills work independently without the bridge.

