사용 방법
- 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
- 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
- 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/vl4dt/godot-skills --skill godot-47-migration시작 전 확인
- 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
- 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.
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.



