Dev snapshot: Godot 4.6 dev 3

Our third development snapshot of the 4.6 release cycle is upon us, and now the floodgates are well and truly open. The enhancements are bigger than ever, with several of them overhauling the look of the editor itself entirely! Big features necessitate big changes, which means the potential for big bugs and regressions; early reports and tests remain crucial to catch these issues as soon as possible.

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 My Card Is Better Than Your Card!, a roguelike deckbuilder where you stick stickers to become the coolest kid on the playground. You can get the game or try the demo on Steam, and follow the developers on YouTube or Bluesky.

Highlights

New editor theme

Longtime users of the Godot Editor are likely familiar with one of its most popular custom themes: the Godot Minimal Theme. Created by passivestar, and showcased in the first dev snapshot, this skin has become a favorite for many users thanks to a focus on its namesake: minimalism. One of the most frequent suggestions from the community has been an official integration of this theme in some capacity, to make the barrier of entry that much shorter. We’ll do you one better: it’s now the default theme for the editor!

New editor theme

Michael Alexsander was tasked with helming the official implementation of this theme (GH-111118), receiving help from passivestar directly to ensure a smooth and streamlined transition. Through his efforts, as well as several accompanying theme-related PRs from many other contributors such as Douglas Leão, we’re excited to (re)-introduce the newly dubbed “Modern Theme”!

We still love our original theme, henceforth known as the “Classic Theme,” and will continue to support it in tandem. It can be accessed through the interface/theme/style and interface/theme/preset settings.

It may surprise some that we chose to set the default color to a dark grey instead of the classic blue that makes our editor stand out at first glance. It is primarily due to the fact that it caused some issues with the perceived white balance. Removing hue from the equation resolves most of these problems.

While originally implemented as a 1-to-1 port of the Minimal Theme, we’ve already been making adjustments to better suit the design philosophies of the Godot Foundation itself. Namely: prioritizing accessibility options and retaining readability. As such, this implementation should not be taken as a final representation of this theme; the team fully welcomes and encourages early feedback in order to flush out any lingering blind spots. Nonetheless, we’re excited with the amount of progress made already, and hope you enjoy this new theme firsthand!

The project showcased in the new theme exhibit is Librerama, by Michael Alexsander.

Condense inspector layout for arrays

In a similar vein to the previous point, we’ve applied a similar minimal-style overhaul to the array inspector. This change is inherent to the inspector itself, so the benefits will be shown regardless of which theme is chosen. Koliur Rahman has brought us this revamped implementation, trimming away wasted space by consolidating information and logic to their essential elements (GH-103257).

Old New
Array old Array new

Rendering: Overhaul screen space reflections

The editor has gotten a lot of love in this blog post, so let’s shake things up with some rendering news! Skyth has been hard at work overhauling our current screen space reflection logic, and their efforts in GH-111210 have resulted in better performance and higher quality! The PR is readily available for those seeking a more technical deep-dive on the “how”, but we’re here to showcase the end results; they should speak for themselves:

64 Max Steps

Old New (half) New (full)
64 max steps old 64 max steps new (half) 64 max steps new (full)

256 Max Steps

Old New (half) New (full)
256 max steps old 256 max steps new (half) 256 max steps new (full)

Roughness

Old New
Roughness old Roughness new

Metallic Surface

Old New (half) New (full)
Metallic surface old Metallic surface new (half) Metallic surface new (full)

And more!

There are too many exciting changes to list them all here, but here’s a curated selection:

  • Animation: Remove default skeleton path in MeshInstance3D (GH-112267).*
  • Editor: Add Create Resource Hotkey (GH-110641).
  • Editor: Add splitter to “Create New Node” dialog (GH-111017).
  • Editor: Android Editor: Add game speed control options in game menu bar (GH-111296).
  • Editor: FindInFiles: Allow replacing individual results (GH-109727).
  • Editor: Speed up deletion via the Scene Tree Dock in large trees (GH-109511).
  • Editor: Use Inter as the default editor font, features enabled (GH-111140).
  • Export: Android: Add export option to use scrcpy to run project from editor (GH-108737).
  • Export: Fix custom icon in Android export (GH-111688).
  • Import: Betsy: Convert RGB to RGBA on the GPU for faster compression (GH-110060).
  • Navigation: Make NavigationServer backend engine selectable (GH-106290).
  • Rendering: Add Persistent Buffers utilizing UMA (GH-111183).
  • Rendering: Implement a very simple SSAO in GLES3 (GH-109447).
  • Rendering: Overhaul and optimize Glow in the mobile renderer (GH-110077).
  • Rendering: Use half float precision buffer for 3D when HDR2D is enabled (GH-109971).
  • Tests: Add Android instrumented tests to the app module (GH-110829).

*If relying on the default skeleton_path in some scenes, users should manually re-specify the parent node as the NodePath, or they can enable the animation/compatibility/default_parent_skeleton_in_mesh_instance_3d project setting to restore the pre-4.6 behavior.

Changelog

101 contributors submitted 239 fixes for this release. See our interactive changelog for the complete list of changes since 4.6-dev2. You can also review all changes included in 4.6 compared to the previous 4.5 feature release.

This release is built from commit 9d84f3d13.

Downloads

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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

There are currently no known issues introduced by this release.

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 on 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: Various October Improvements – VS Code and VS Codium, Google Play 16k requirement, Nintendo Switch update

We released a new version (1.6) of our extension to integrate with VS Code: We fixed how it detects OS on win64. This in turn fixes Code Completion, jumping to declaration and other LSP features on Win64. In addition to the VS Code marketplace, we’re now also in OpenVSX marketplace. This means that you can …

Maintenance release: Godot 3.6.2

Although we fixed many of the major 3.6 bugs in Godot 3.6.1 in June, we have decided to make a new 3.6 point release in order to keep up to date with platform requirements.

Google announced that from August 31, 2025 (with possible extension to November 1, 2025), apps and updates submitted to the Play Store must target Android 15 (API level 35) and support 16 KiB page size. As a result we have updated Godot Android APIs and made compatibility changes to ensure users can update their Godot 3 games on Play Store with 3.6.2.

Since we had to rebuild Mono for Android with a 16 KiB page size, we took the opportunity to update our build containers to provide more recent toolchains for official builds. Like for 3.6.1, UWP export templates are no longer provided in this build (but can be compiled from source if needed).

This is a safe and recommended update for all Godot 3.6.x users. It should have no major impact on your projects, even complex ones in production, if you’re already using 3.6.1-stable.

Download Godot 3.6.2 now or try the online version of the Godot editor.

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The illustration picture for this article comes from House of Necrosis, a turn-based horror RPG with retro 32-bit 3D graphics. It is developed by Warkus with Godot 3.6 Mono. You can get the game on Steam, and follow the developer on Bluesky.

Changed

  • Buildsystem: Update toolchains for official builds (Fedora 42 base, Mono 6.12.0.206, MinGW-GCC 14.2.1, Xcode 16.2) (build-containers#156).
  • Network: mbedTLS: Update to mbedTLS 3.6.5 (GH-108382, GH-111845).
  • Porting: Android: Update to target API 35, NDK r28, 16kb page size (GH-108433).
  • Porting: Android: Address API 35 UI changes (GH-110255).
  • Porting: Android: Set minsdk to 21, workaround fseeko error in Opus (GH-111061).
  • Porting: iOS: Switch window creation to UIScene (GH-111103).
  • Thirdparty: Enable builds with miniupnpc API 18 (GH-100389).

Fixed

  • Buildsystem: Fix build on macOS 26 by removing AGL framework link (GH-110898).
  • Editor: Fix inability to assign script after clearing (GH-108171).
  • Editor: Fix Open Editor Data/Settings Folder menu in self-contained mode (GH-110414).
  • Export: Fix order of operations for macOS template check (GH-108930).
  • GUI: Fix Line breaking may not work correctly when using color tags with specific font (GH-109695).
  • Rendering: Batching: Fix MultiRect casting to wrong type (GH-109111).

Changelog

14 contributors submitted 19 fixes for this release. See our interactive changelog for the complete list of changes since the 3.6.1 release.

This release is built from commit 3cd3caab6.

Bug reports

As a tester, you are encouraged to open bug reports if you experience issues with 3.6.2. Please check first the existing issues on GitHub, using the search function with relevant keywords, to ensure that the bug you experience is not known already.

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 3.6.1 or earlier 3.x releases no longer works in 3.6.2).

Support

Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, and a handful of part or full-time developers, hired thanks to donations from the Godot community. A big thankyou to everyone who has contributed their time or 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 with the development fund.

Dev snapshot: Godot 4.6 dev 2

With our first dev snapshot out of the way, the 4.6 development cycle is no longer constraining itself to the territory of bugfixes. Many long-awaited features and enhancements are seeing the light of day at long last, as this behemoth of a snapshot boasts over 300 improvements in all! This blog post will aim to highlight the heavy-hitters to the best of its ability, but the sheer number of changes may warrant users to check the interactive changelog for a more thorough dive. With new features comes the potential of new bugs, so early testing and reporting will be essential to catching regressions as quickly as possible.

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 Upload Labs, an idle game where you build and optimize your computer’s system from the ground up. You can get the game for free on Steam, and follow the developers on YouTube or Discord.

Highlights

Build Godot Engine as a library

A very common request we’ve seen regarding Godot is the ability to build the engine as a standalone library. In the past, it’s not something we’ve actively pursued, as the engine paradigm is so central to many of our design philosophies. However, as time has gone on, we’ve encountered more and more scenarios where simply having the ability to access Godot in an isolated context is absolutely necessary for certain workflows. So while a fully-fledged integration of this concept isn’t something we fully support at this time, Gergely Kis has put in the work to allow for a functional baseline (GH-110863). Currently dubbed LibGodot internally, there’s now a basic support for a GodotInstance to function as an entry point for these specialized workflows.

ObjectDB profiling tool

Another common request from more technically-minded users has been a proper means of profiling ObjectDB, which can be considered the heart of our entire Object structure. First-time contributor Aleksander Litynski took to this daunting task, bringing us the ObjectDB Profiler tool (GH-97210). With this, users will be able to take snapshots of the current ObjectDB state during debug sessions, and compare that to other snapshots at a given point in time. These snapshots can also be viewed in a variety of contexts detailed in the PR’s original post, but the short version is finding or exporting a diff between states has never been easier or more accessible!

ObjectDB Profiler

Improved automatic mesh LOD using component pruning

Our mesh simplifier currently supports the ability to collapse edges, but lacked functionality for simplifying the components themselves. Arseny Kapoulkine has addressed this shortcoming, enabling topologically complex sections of a larger mesh to more easily reach the desired LOD target (GH-110028).

Pruned components in simplified mesh

Rotation visualization and snapping

The way that we present and handle our 3D space has already seen a fair number of improvements in the 4.6 cycle, but these two warrant particular mention for implementing popular features that are found in many 3D modelling programs today. Firstly, Robert Yevdokimov has expanded the 3D Transform gizmo to visualize the current delta angle of a rotation operation (GH-108576). This process is non-accumulating, meaning rotations beyond 360° are reset.

The second comes to us from passivestar, who integrated orbit snapping to the 3D Viewport (GH-111509). While holding Alt, exiting an orbit pan will cause the resulting view to be snapped to a static, 45° offset. This is similar to directly swapping to an orthographic view, but from the convenience of orbitting and allowing for more granular 45° midpoints.

Rendering: Blend glow before tonemapping and change default to screen

HDR has been growing in prevalence as a feature in modern displays, but actual support of the feature is lagging behind somewhat. This is largely because most existing programs were designed with sRGB in mind, and necessitate retrofitting themselves to handle HDR. This process is much easier said than done, and sometimes the effects can be invisible to the average user, meaning such advancements are rarely given a proper highlight. Allen Pestaluky has broken this convention, with a PR that improves visual quality for all users and sets the stage for HDR output support (GH-110671).

The first change was to blend glow before tonemapping for all rendering methods and blend modes (except soft light). While this was always the case in the Compatibility renderer, the functionality has been expanded to the Mobile and Forward+ renderers as well. Blending beforehand results in the glow effect blending in a more realistic fashion, sidestepping the hard edges and hue shifts if blended after.

Original scene Before tonemapping (screen, AgX, 16.29 white) After tonemapping (screen, AgX, 16.29 white)
Original Scene Before tonemapping (screen, AgX, 16.29 white) After tonemapping (screen, AgX, 16.29 white)

The second change was adjusting the default blend mode from soft light to screen for all renderers. This too was already the case for the Compatibility renderer, though that default was set with the behavior of blend glow before tonemapping in mind. As such, a change in the other renderers to match the new behavior is to be expected.

Renderer Soft light blend mode Screen blend mode
Mobile Mobile renderer, soft light blend mode Mobile renderer, screen blend mode
Forward+ Forward+ renderer, soft light blend mode Forward+ renderer, screen blend mode

This change technically breaks compatibility since it will result in a noticeable visual change, and the previous behavior cannot be restored by simply adjusting settings. In most cases we are confident that this change in behavior will be a direct upgrade. But this change is something to be aware of if your game is using Glow at all.

And more!

There are too many exciting changes to list them all here, but here’s a curated selection:

  • Core: Add reserve_exact to CowData, and change growth factor to 1.5x (GH-106039).
  • Core: Add reserve function to Array, Vector, and String (GH-105928).
  • Core: Add unique Node IDs to support base and instantiated scene refactorings (GH-106837).
  • Documentation: Drop the experimental label for the Jolt Physics integration (GH-111115).
  • Editor: Add game speed controls to the embedded game window (GH-107273).
  • Editor: Add source lines to file locations on POT generation (GH-111419).
  • Editor: Make file part of errors/warnings clickable in Output panel (GH-108473).
  • Editor: Rework editor docks (GH-106503).
  • Editor: Store script states for built-in scripts (GH-93713).
  • GDScript: Add opt-in GDScript warning for when calling coroutine without await (GH-107936).
  • GUI: Add pivot_offset_ratio property to Control (GH-70646).
  • GUI: Add auto-scroll behavior when selecting text outside the visible area in RichTextLabel (GH-104715).
  • GUI: Visualize MarginContainer margins when selected (GH-111095).
  • Import: OBJ: Support bump multiplier (normal scale) (GH-110925).
  • Network: Add Core UNIX domain socket support (GH-107954).
  • Physics: Add MeshInstance3D primitive conversion options (GH-101521).
  • Physics: Add MultiMesh physics interpolation for 2D transforms (MultiMeshInstance2D) (GH-107666).
  • Rendering: Add material debanding for use in Mobile rendering method (GH-109084).
  • Rendering: Implement motion vectors in compatibility renderer (GH-97151).
  • Rendering: Make OpenXRCompositionLayer and its children safe for multithreaded rendering (GH-109431).

Changelog

114 contributors submitted 323 fixes for this release. See our interactive changelog for the complete list of changes since 4.6-dev1. You can also review all changes included in 4.6 compared to the previous 4.5 feature release.

This release is built from commit 7864ac801.

Downloads

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


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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

There are currently no known issues introduced by this release.

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 on 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

Maintenance release: Godot 4.5.1

We saw the release of Godot 4.5 less than a month ago, and have already been absolutely overwhelmed with the positive reception. Since then, our team has been hard at work on the development phase of Godot 4.6 (and subsequently its first snapshot), and ensuring that any new regressions/bugs reported after the release of 4.5 are dealt with swiftly. The community has done an absolutely fantastic job at helping our team find and squash all of those aforementioned issues, and paved the way for us to deliver 4.5.1-stable for you today!

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 4.5.1 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 illustration picture for this article comes from Starfinder: Afterlight, a party-based RPG set in the science-fantasy universe of Paizo’s Starfinder. You can support the title on Kickstarter and pre-order the game on Steam. You can follow the developers on Bluesky or YouTube.

Changes

50 contributors submitted around 92 fixes for this release. See our interactive changelog for the complete list of changes since the 4.5-stable release.

  • 2D: Fix redundant calls of CanvasItemEditor::_update_lock_and_group_button on SceneTreeEditor node selection (GH-110320).
  • 3D: GridMap: Fix cell scale not applying to the cursor mesh (GH-104510).
  • Animation: Fix Reset on Save corrupt poses if scene has multiple Skeletons (GH-110506).
  • Animation: Make extended SkeletonModifiers retrieve interpolated global transform (GH-110987).
  • Audio: Add one padding frame to QOA buffer for short streams (GH-110515).
  • Core: Change “reserve called with a capacity smaller than the current size” error message to a verbose message (GH-110826).
  • Core: Check for NUL characters in string parsing functions (GH-110556).
  • Core: X11 input: prevent non-printable keys from producing empty strings (GH-110635).
  • Documentation: Document typed dictionaries and arrays in the class reference (GH-107071).
  • Editor: Add column boundary check in the autocompletion (GH-110017).
  • Editor: Fix selection of remote tree using the keyboard (GH-110738).
  • Editor: Set correct saved history after clearing (GH-111136).
  • Export: Android: Ensure proper cleanup of the fragment (GH-109764).
  • Export: Metal: Fix Metal compiler version inspection (GH-110873).
  • Export: Windows: Fix application manifest in exported projects with modified resources (GH-111316).
  • GDExtension: Fix --dump-extension-api-with-docs indentation (GH-110557).
  • GDExtension: Prevent breaking compatibility for unexposed classes that can only be created once (GH-111090).
  • GDScript: LSP: Fix repeated restart attempts (GH-111290).
  • GUI: Editor font: do not embolden the Main Font if it’s variable (GH-110737).
  • GUI: Enforce zero width spaces and joiners with missing font. Do not warn about missing non-visual characters (GH-111355).
  • GUI: Fix bottom panel being unintentionally draggable (GH-111121).
  • GUI: Fix text servers build with disabled FreeType (GH-111001).
  • GUI: TextServer: Enforce zero width spaces and joiners to actually be zero width and not fallback to regular space (GH-111014).
  • Import: Material Conversion Error Handling (GH-109369).
  • Import: OBJ importer: Support bump multiplier (normal scale) (GH-110925).
  • Input: Fix invalid reported joypad presses (GH-111192).
  • Input: Fix weak and strong joypad vibration being swapped (GH-111191).
  • Navigation: [Navigation 2D] Fix sign of cross product (GH-110815).
  • Navigation: Make navmesh rasterization errors more lenient (GH-110841).
  • Physics: Fix bug in ManifoldBetweenTwoFaces (GH-110507).
  • Physics: Fix CCD bodies adding multiple contact manifolds when using Jolt (GH-110914).
  • Physics: Fix crash when calling move_and_collide with a null jolt_body (GH-110964).
  • Physics: JoltPhysics: Fix Generic6DOFJoint3D not respecting angular limits (GH-111087).
  • Porting: Change macos.permission.RECORD_SCREEN version check from 10.15 to 11.0 (GH-110936).
  • Porting: macOS: Always use “Regular” activation policy for GUI, and headless main loop for command line only tools (GH-109795).
  • Porting: Unix: Fix retrieval of PID exit code (GH-111058).
  • Porting: Wayland: Emulate frame event for old wl_seat versions (GH-105587).
  • Porting: Workaround X11 crash issue (GH-106798).
  • Rendering: Compatibility: Fix backface culling gets ignored when double-sided shadows are used (GH-109793).
  • Rendering: DirectX DescriptorsHeap pooling on CPU (GH-106809).
  • Rendering: Disable unsupported SSR, SSS, DoF on transparent viewports (GH-108206).
  • Rendering: Divide screen texture by luminance multiplier in compatibility (GH-110004).
  • Rendering: Fix D3D12 stencil buffer not clearing (GH-111032).
  • Rendering: Fix glow intensity not showing in compatibility renderer (GH-110843).
  • Rendering: Fix LightmapGI not being correctly applied to objects (GH-111125).
  • Rendering: Fix OpenXR with D3D12 using the wrong clip space projection matrix (GH-110865).
  • Rendering: Increase precision of SpotLight attenuation calculation to avoid driver bug on Intel devices (GH-110363).
  • Rendering: Move check for sky cubemap array back into the SkyRD initializer (GH-110627).
  • Rendering: OpenXR: Fix ViewportTextures not displaying correct texture (OpenGL) (GH-110002).
  • Rendering: Sort render list correctly in RD renderers (GH-111054).
  • Rendering: Windows: Try reading GPU driver information directly from registry (GH-109346).
  • XR: Fix late destruction access violation with OpenXRAPIExtension object (GH-110868).

Known incompatibilities

As of now, there are no known incompatibilities with the previous Godot 4.5 release. We encourage all users to upgrade to 4.5.1.

If you experience any unexpected behavior change in your projects after upgrading to 4.5.1, 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 on 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