Godot Team Updates @ GodotCon Boston 2026

Our second annual GodotCon in North America is right around the corner and it is full steam ahead for the Godot community in Boston. The schedule has been announced so we thought it would be worth highlighting some of the official updates and fun talks from the Godot Foundation that will take place during the conference.


Godot Rendering Team Update

🗣️ Clay John

An update on what major changes have happened within the renderer over the last two years with a focus on technical hurdles that we have overcome and the major limitations that we are now seeing.

Also, a brief look at the future of Godot’s renderer including what to expect in terms of new high-end features and the long-term vision for the renderer.


What’s New in Android

🗣️ Fredia L Huya-Kouadio

Discover what’s new in Android in 2026 for Godot developers!

This talk will provide updates, new development, and new features to the Godot Android Platform since 2025.

The talk will also cover the growth of the Godot Android editor since 2025, and will provide a quick look at its 2026 development roadmap.


How to make a VR game entirely in VR! (No PC required)

🗣️ David Snopek, Logan Lang

Did you know that the Godot editor can run on standalone VR headsets like the Meta Quest 2/3, Pico 4, or Samsung Galaxy XR?

This can allow you to build a game entirely in VR, without using a desktop or laptop computer at all!

In this talk, David Snopek and Logan Lang of Godot’s XR team, will:

  • Tell the story of “Expedition to Blobotopia”, a VR game which they built in one week for the Godot Wild Jam #81, working entirely on Meta Quest 3 headsets
  • Explain the advantages of doing game dev in the headset
  • Share tips and tricks for how you can do it too
  • Demonstrate the newly released GABE, which allows running full Android Gradle builds on the headset
  • Explain the basics of publishing your VR game on the Meta Horizon Store and Google Play Store
  • Give a live demo of the editor running on a headset!

Discover a new way to add VR directly into your game development workflow!


Where Every Millisecond Counts: Optimizing Godot for Low-Spec Devices

🗣️ Clay John, Pablo Selener, David Snopek

Low-spec targets like mobile and standalone VR leave little room for waste. This session covers two things: the engine-level optimizations W4 Games contributed upstream that make all Godot games faster, and the techniques developers can apply in their own projects without modifying Godot’s source. Much of this work was originally funded by commercial engagements and is now upstream for everyone.


Getting started with cross-platform XR development

🗣️ Fredia L Huya-Kouadio, David Snopek

This talk will walk attendees through the process of creating an XR game that can run on all modern XR platforms (Android XR, Meta Horizon OS, Pico OS, visionOS) and leverage capabilities unique to each platform.

Attendees will also be walked through the process of porting an existing ‘flat’ 3D game to an immersive or volumetric game running on an XR device.


GodotCon Boston 2026 takes place from July 20th – July 22nd with a day of workshops on the 20th and the main conference on the 21st and 22nd. There are 20 other talks to see along with the Godot games showcase, nightly social events, and catered breakfast and lunch. Tickets are on-sale now. Room in workshops is still available!

Buy tickets 🎟️

Maintenance release: Godot 4.7.1

It’s been nearly four weeks since we saw the release of Godot 4.7, which has given our team ample time to prepare for its first maintenance release. This progress was made in tandem with Godot 4.8, whose first development snapshot released last week, and will hopefully see its second snapshot later this week. But for those sticking with the rock-solid foundation Godot 4.7 provided, only iterating on critical regressions/crashes reported by the community in that time, you need look no further than today’s maintenance release: 4.7.1-stable!

Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.

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.

Download Godot 4.7.1 now or try the online version of the Godot editor.

Godot is downloading…

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


Make a Donation

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The cover illustration is from Stackflow, a strategy rougelike game, where you clear rows of blocks to unlock abilities to more proficently and satisfyingly clear yet more rows of blocks. You can buy the game or try the demo on Steam, and follow the developer on itch.io and GitHub.

Changes

42 contributors submitted 78 fixes for this release. See our interactive changelog for the complete list of changes since the 4.7-stable release.

This release is built from commit a13da4feb.

  • 2D: Improve 2D editor dropping code (GH-119418).
  • 3D: Fix closed Curve3D first/last point missing in/out control point (GH-120684).
  • Animation: Make animation folding access cfg only at save/load project time (GH-120403).
  • Assetlib: Set the Asset Store’s default sorting to highest scored (GH-121112).
  • Editor: Guard against non-main-thread emission of EditorFileSystem changed signal (GH-115083).
  • Editor: Wrap long project title (GH-119580).
  • GUI: Don’t automatically open virtual keyboard when popup menu shows (GH-120768).
  • GUI: Fix crash in Tree::_get_item_focus_rect (GH-120538).
  • GUI: Fix scene tree drag-n-drop regression on touchscreens (GH-120456).
  • GUI: Fix visual glitch with connections lines in GraphEdit (GH-120488).
  • Input: Android: Fix EditorSettings not instantiated error when running game (GH-120723).
  • Input: Fix backspace being unable to delete pre-existing text in any input field when using a soft keyboard on Android (GH-119798).
  • Navigation: Fix navigation agents unconditionally getting added to avoidance simulation after pause resume (GH-120249).
  • Network: Set inited=false on CookieContextMbedTLS::clear to avoid accidental double destruction (GH-120371).
  • Rendering: Fix flickering lighting on mesh-instances with non-uniform scale (GH-119784).
  • Rendering: Fix orthographic camera directional shadow culling (GH-120711).
  • Rendering: Fix previous transform getting remembered for 2 frames after the instance stops moving (GH-119941).
  • Rendering: Seek past skipped shader variant payloads to avoid reading incorrect data (GH-119792).

Known incompatibilities

As of now, there are no known incompatibilities with the previous Godot 4.7 release. We encourage all users to upgrade to 4.7.1.

If you experience any unexpected behavior change in your projects after upgrading to 4.7.1, please file an issue on GitHub.

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 the Godot Foundation. There are also several alternative ways to donate which you may find more suitable.

Donate now

Release candidate: Godot 4.7.1 RC 2

As distance from the Godot 4.7 stable release grows, so too does the amount of spotted regressions and subsequent regression fixes. We don’t have quite as many fixes to share compared to 4.7.1 RC 1, but there’s still enough to go around to warrant a second release candidate for this maintenance cycle.

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 Interdimensional Vending Machine, a psychological horror game where you play as a homeless girl in a distorted city, surviving off a vending machine whose contents reshape your fate. You can buy the game on Steam or try an older version for free on itch.io, and follow the developer on itch.io and YouTube.

Highlights

This section covers all changes made since 4.7.1 RC 1, which are largely regression fixes:

  • 2D: Improve 2D editor dropping code (GH-119418).
  • 3D: Fix GridMap editor cursor starting at the wrong position (GH-120595).
  • Animation: Fix Abort on Reset functionality in AnimationNodeOneShot (GH-120478).
  • Core: Cherry-picks for the 4.7 branch (future 4.7.1) – 3rd batch (GH-120917).
  • Editor: Clean Up x position calcuation of the AudioStream filename in the Inspector (GH-119995).
  • Editor: Fix .godot file icon saturation in editor file dialogs (GH-120376).
  • Editor: Fix crash in Project Settings when an autoload has been freed (GH-120874).
  • Editor: Fix debugger call stack not selecting nodes in remote scene tree (GH-94096).
  • Editor: Fix incorrect non-unique resource indicator (GH-120886).
  • Editor: Fix ownership issues when pasting as replacement (GH-119790).
  • Editor: Fix possible freeze when running project with floating script editor (GH-119614).
  • Editor: Fix scene not requesting save for Load as Placeholder (GH-120823).
  • Editor: Fix scene tab titles not updating on language change (GH-120554).
  • Editor: Guard against non-main-thread emission of EditorFileSystem changed signal (GH-115083).
  • Editor: Make Instant Preview work for first selection after being enabled (GH-116651).
  • Export: Fix incorrect per-instance shader parameters when exporting in headless mode (GH-120794).
  • GUI: Add empty icons for file dialog menu to the default theme (GH-120449).
  • GUI: Don’t automatically open virtual keyboard when popup menu shows (GH-120768).
  • GUI: Range: Don’t use min for snap offset when it’s too big (GH-113380).
  • GUI: Set SpinBox’s internal node’s use_parent_material to true (GH-120714).
  • Import: Fix extracting materials without a per-material override (GH-120870).
  • Import: GLTF: Use p_state parameter directly (GH-119071).
  • Network: mbedtls: Update to 3.6.7 (GH-121055).
  • Physics: Fix crash when assigning more than 2047 MiB to Jolt temp buffer (GH-120895).
  • Physics: Fix crash when clicking via the Game view API created collisions (GH-120826).
  • Rendering: Fix hint_default_transparent used with sampler2DArray (GH-120433).
  • Rendering: Fix orthographic camera directional shadow culling (GH-120711).
  • Tests: Crypto: Add sign/verify and encrypt/decrypt tests (GH-120903).
  • Tests: Crypto: Add tests for AESContext (GH-120847).

Changelog

24 contributors submitted 29 improvements for this release. See our interactive changelog for the complete list of changes since 4.7.1 RC 1. You can also review all changes included in 4.7.1 compared to the previous 4.7 feature release.

This release is built from commit d6096250e.

Downloads

Godot is downloading…

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


Make a Donation

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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 workaround). You can have a look at our current list of regressions and significant issues which we aim to address before releasing 4.7.1. 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 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.

Donate now