The short answer
When upgrading a GDScript project to Godot 4.7.2, check the official 4.6-to-4.7 migration guide, back up the project, and test changed engine behavior as well as script parsing. API compatibility does not guarantee identical animation, rendering, or physics behavior.
Establish an upgrade baseline
Commit the project before opening it with the new editor. Record the old engine version, rendering method, enabled addons, and a few repeatable gameplay checks. Upgrade a copy first. This guide covers the 4.6-to-4.7 transition; projects from older minors must review intervening migration guides too.
Official Godot 4.6 to 4.7 migration guideSeparate API changes from language changes
The migration table marks compatibility separately for GDScript and C#. Do not assume a C# incompatibility means your GDScript must change. Object.is_class now uses a StringName parameter and ZIPPacker.start_file adds optional parameters; the guide marks both GDScript compatible.
Inspect code using removed APIs: AudioEffectSpectrumAnalyzer.tap_back_pos is removed. PhysicsServer2DExtension subclasses implementing _body_set_shape_as_one_way_collision need the new direction argument. Search your project and addons for these names before changing unrelated scripts.
RichTextLabel.ImageUpdateMask.UPDATE_WIDTH_IN_PERCENT is renamed to UPDATE_WIDTH_UNIT in Godot 4.7. Search scripts and addons for the old constant and update affected references. The migration guide marks this rename as incompatible with GDScript; checking only whether the project opens will not identify every affected UI path.
Test animation and physics behavior
AnimationNodeBlendSpace1D and AnimationNodeBlendSpace2D use SyncMode in place of the former sync boolean. If transitions differ, inspect each blend space rather than rewriting your state machine immediately.
With Jolt 3D physics, WorldBoundaryShape3D plane distance follows the Godot convention in 4.7. Projects relying on the previous distance sign must adjust it. Recheck boundary collisions in an upgrade copy.
Ask GDSense with the exact engine version
State Godot 4.7.2 and attach the affected code, exact error, and relevant scene context. Ask which documented API or behavior change explains the failure. Keep compatibility requirements explicit if the same addon must still load on Godot 4.3.
GDSense requires Godot 4.3 or later. That minimum is separate from the engine documentation version used to answer a question. A suggestion drawn from a newer reference still needs checking against your project engine.