@LoipesMas said:
Thanks, @TwistedTwigleg.
Do you know how stable 4.0 is in it's current state? Should I try using it or just abandon it for now?
I do not currently, sorry. From my experience when Godot 3.0 was heavily in development, it can be rather unstable at times, but as long as you are not using cutting edge features, it can be mostly stable. That said, because of the rendering backend changes, things might be more unstable than usual.
You can try it though! I made a few games when Godot 3.0 was in alpha and beta and it worked okay, but performance varied and things broke occasionally from version to version. If you are okay with potentially having to make major adjustments from time to time, it might work fine. You could also help report bugs and issues with Godot 4.0 while it is in development, which could help developers make the platform more stable.
That said, if it was my project, I might wait a bit. I found it to be difficult to make a game with good performance simply because things were changed so much when U was using Godot 3.0 when under heavy development, and I imagine it would be at least somewhat similar with Godot 4.0 right now.
I would instead perhaps work on the other aspects of the game that do not rely on needing the Navigation server in the mean time with Godot 3.0, and then transition the project to Godot 4.0 once it is released. That way, the game doesn't necessarily have to be shelved and the time spent should transition nicely once Godot 4.0 is released. That is one thing I really like with Godot, is that upgrading to the next version is generally a mostly seamless process, even from major release to major release.
Though in Godot 4.0, a bunch of nodes are getting renamed, so there may need to be name transitions in scripts and the like. There is supposed to be a transition tool to help with this process though.