Quick answer: Rewrite connections in the Callable style — sig.connect(on_thing) or obj.sig.connect(on_thing.bind(arg)) — and move flags to the flags parameter.
The signal API is the most common migration break: code that connected by method-name strings needs the Callable form. The new style is shorter once converted. Here is the mapping.
How to fix it
1. Convert the basic form
Godot 3 btn.connect("pressed", self, "_on_pressed") becomes btn.pressed.connect(_on_pressed) — the signal is a property and the handler is a direct reference.
2. Bind extra arguments on the Callable
Old bind arrays become btn.pressed.connect(_on_pressed.bind(item_id)); bound values arrive after the signal's own arguments.
3. Pass flags explicitly
One-shot and deferred become sig.connect(handler, CONNECT_ONE_SHOT) / CONNECT_DEFERRED — check renamed constants.
4. Prefer editor connections where stable
Connections made in the editor migrated automatically; consider moving stable UI wiring there and keeping code connections for dynamic cases.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.