Release candidate: Godot 4.7 RC 1

We had a few false-starts along the way, but Godot 4.7 has at last reached the Release Candidate stage. This means that all of our planned features are locked-in, and no critical regressions remain. As such: production-ready environments can begin integrating at this time. HDR output support, the Godot Asset Store, drawable textures, and more are ready-to-roll in this bountiful update!

This comes with our usual caveat for release candidate builds: we can only truly ratify this claim through extensive testing by the community. Though we firmly believe that Godot 4.7 is suitable for existing projects, you will play a crucial role in ensuring that no major issues have somehow snuck through the cracks. As always: making a copy/backup before upgrading is strongly recommended, ideally with version control!

Please consider supporting the project financially, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project.

Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor, the XR editor, or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.


The cover illustration is from Pratfall, a multiplayer rougelite where you’ll fall, dig, and explode your way through a dangerous cave system to find your lost dog. You can buy the game on Steam, and follow the developers on Bluesky, YouTube, and Discord.

Highlights

We covered the most important highlights from Godot 4.7 in the previous 4.7 beta 1 blog post, so if you haven’t read that one, have a look to be introduced to the main new features added in the 4.7 release.

Especially if you’re testing 4.7 for the first time, you’ll want to get a condensed overview of what new features you might want to make use of.

This section covers all changes made since the beta 5 snapshot, which are largely regression fixes:

  • 3D: Fix trackball when use local space is enabled (GH-120063).
  • Animation: Check blend weight for AnimationNode error & remove _validate_animation_graph() (GH-120059).
  • Core: Fix ResourceLoader deadlocks (GH-120077).
  • Core: Fix ZIPPacker creating empty directory entries (GH-120069).
  • Documentation: Clarify performance impact of AreaLight3D nodes in the documentation (GH-119983).
  • Documentation: Migrate GDScript design guidelines to the contributing docs (GH-115820).
  • Editor: Android: Update download URL for GABE (GH-120001).
  • Editor: Fix “Move Up/Down” editing foreign nodes (GH-119910).
  • Editor: Wrap project titles (GH-119999).
  • GDScript: Exclude globals internal classes in the analyzer (GH-120028).
  • GUI: Fix incorrect get_drop_section_at_position results in Tree (GH-119336).
  • Input: Disable navigation gizmo by default for Desktop platforms (GH-120006).
  • Rendering: Fix a deadlock in CanvasRenderRD (GH-120071).
  • Rendering: Fix area light atlas also destroying VoxelGI uniform sets (GH-119997).
  • Rendering: Metal: Restrict residency set support to Apple6+ GPUs (GH-119451).
  • Rendering: OpenGL: Fix vertex shader compilation error with EYE_OFFSET (GH-119998).

Changelog

As we’ve tightened our policy on what kind of changes can be merged leading to the release candidate stage, there aren’t a lot of changes in this snapshot. 16 contributors submitted 16 fixes for this release. See our interactive changelog for the complete list of changes since 4.7 beta 5. You can also review all changes included in 4.7 compared to the previous 4.6 feature release.

This release is built from commit a4f5e8cdd.

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Standard build includes support for GDScript and GDExtension.

.NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension.

While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.

Known issues

During the Release Candidate stage, we focus exclusively on solving showstopping regressions (i.e. something that worked in a previous release is now broken, without a workaround). You can have a look at our current list of regressions and significant issues which we aim to address before releasing 4.7. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the RC snapshots.

With every release, we accept that there are going to be various issues which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.

Bug reports

As a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.

In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).

Support

Godot is a non-profit, open-source game engine developed by hundreds of contributors in their free time, as well as a handful of part or full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!

If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund platform managed by the Godot Foundation. There are also several alternative ways to donate which you may find more suitable.

Donate now

Castle Game Engine: Music Player example application, important fixes around audio and skinned animation

We have a new example: Music Player, a simple application that allows to play a chosen audio track with UI similar to typical mobile music/audiobook players. This example has a nice backstory: For Mother’s Day (which is 26th May in Poland) my daughter and I made a gift for The Wife: a private application (Android …

Dev snapshot: Godot 4.7 beta 5

While we’re still confident in our overall stability at this time, a few changes made in the time since 4.7 beta 4 warrant further evaluation. As such, we’re doing one final final development snapshot, Godot 4.7 beta 5, before we turn to the release candidate stage (for real this time).

Please consider supporting the project financially, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project.

Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor, the XR editor, or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.


The cover illustration is from GIRLBALLS, a girlball game where it’s good to be a ball. You can play the game for free on itch.io, and follow the developers—3denemy, kit, Crayon, and wriks—on Bluesky!

Highlights

For an overview of what’s new overall in Godot 4.7, have a look at the highlights for 4.7 beta 1, which cover a lot of the changes. This blog post only covers the changes between beta 4 and beta 5. This section covers the most relevant changes made since the beta 4 snapshot, which are largely regression fixes:

  • 2D: Fix Polygon2D being culled against a stale AABB after editing vertices (GH-119872).
  • 2D: Fix drawable texture access before null check (GH-119930).
  • Animation: Fix AnimationNode’s branching by custom timeline usage (GH-119980).
  • Animation: Fix empty animation menu in blend space editor (GH-119964).
  • Animation: Make AnimationNodeAnimation’s custom timeline processing logic compatible with AnimationMixer (GH-119871).
  • Audio: Pulseaudio: Do not crash when getting latency when disconnected (GH-119975).
  • Audio: Pulseaudio: Do not report the same message twice in a row (GH-119977).
  • Editor: Enable touch_dragger in ExportTemplateManager on touchscreen devices (GH-119890).
  • Editor: Fix “Change Type” ignoring non-top-level nodes and editing foreign nodes (GH-119909).
  • Editor: Fix “Open Documentation” ignoring non-top-level nodes (GH-119908).
  • Editor: Prevent crash when detaching freed debugger (GH-119992).
  • GDScript: Move stack cleanup after resumed coroutine completion (GH-119755).
  • GUI: Fix EditorSpinSlider not showing tooltips (GH-119950).
  • GUI: Properly update shader text syntax highlighting (for disabled regions) (GH-119968).
  • I18n: Improve some strings in ScenePaint2DEditor (GH-119880).
  • Physics: Jolt: Change ConeTwistJoint3D to use cone shaped limits (GH-119982).
  • Plugin: Fix EditorPlugin::remove_control_from_docks freeing passed control (GH-117337).
  • Rendering: Don’t use CreateCommandList1 on D3D12 (GH-119971).
  • Rendering: Put area light cluster iterations behind a spec constant (GH-119970).

Changelog

20 contributors submitted 32 fixes for this release. See our interactive changelog for the complete list of changes since 4.7 beta 4. You can also review all changes included in 4.7 compared to the previous 4.6 feature release.

This release is built from commit bbd3f43b5.

Downloads

Godot is downloading…

Godot exists thanks to donations from people like you. Help us continue our work:


Make a Donation

Close this popup

Standard build includes support for GDScript and GDExtension.

.NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension.

While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.

Known issues

During the beta stage, we focus on solving both regressions (i.e. something that worked in a previous release is now broken) and significant new bugs introduced by new features. You can have a look at our current list of regressions and significant issues which we aim to address before releasing 4.7. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the beta snapshots.

With every release, we accept that there are going to be various issues which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.

Bug reports

As a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.

In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).

Support

Godot is a non-profit, open-source game engine developed by hundreds of contributors in their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!

If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund platform managed by Godot Foundation. There are also several alternative ways to donate which you may find more suitable.

Donate now

Castle Game Engine: Web: bump mapping, clip planes, fog, terrain, occlusion culling; also Unholy Society demo on web updated

Shaders on web fixes: Our shaders on the web platform can render now all our effects: Bump mapping (normal maps). As shown by demos: bump_mapping (source code). creature_behaviors (source code). third_person_navigation (source code). game_3d_sound (source code). ClipPlane X3D node, useful to clip part of 3D/2D content when rendering. The node can be instantiated using Pascal …