Dev snapshot: Godot 4.7 beta 3

It’s only been a little over a week since the release of 4.7 beta 2, but we’re dedicated to picking up the pace for snapshots in the latter stages of our pre-release cycles. This allows our users to get the most fresh slate possible for testing, and helps us suss out any reported issues that are no longer relevant at this time. The number of release blockers has only gotten smaller, but we’ll need your help to get over the finish line, so be sure to report anything that crops up in our latest snapshot: 4.7 beta 3.

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 Blood Vial, a boomer shooter where you must tend to your constantly leaking healthbar by quite literally diving into the spilled blood of your enemies. You can buy the game on Steam, and check out the developer on YouTube, itch.io, or Discord!

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 2 and beta 3. This section covers the most relevant changes made since the beta 2 snapshot, which are largely regression fixes:

  • 3D: Fix CSG performance regression from auto smoothing (GH-119551).
  • Assetlib: Fix template assets not being exclusive to the project manager (GH-119608).
  • Assetlib: Show “Verified” badge for verified asset authors (GH-119581).
  • Core: Android: Fix reported crashes from the Play store (GH-119496).
  • Core: Skip UTF-8 BOM when loading TRES (GH-119565).
  • Editor: Fix float value NAN still shown as 0 in the debugger and inspector (GH-115013).
  • GDExtension: Phase out RefCounted singletons as UB pitfalls (GH-119429).
  • GUI: Fix error spam when resizing a control in a zero size parent with anchors mode enabled (GH-116688).
  • GUI: Fix various accessibility issues in PopupMenu (GH-119312).
  • I18n: Import: Fix empty columns importing as invalid English translation (GH-119563).
  • Input: Fix: support multi-input for BaseButton with Alt + Click (GH-118653).
  • Navigation: Fix NavigationServer3D.map_get_closest_point_normal returning unnormalized value (GH-119022).
  • Physics: Move the Jolt body_test_motion contact filtering to collector (GH-118155).
  • Rendering: Add project setting to disable new Volumetric fog blending behavior (GH-119414).
  • Rendering: Fix compute barriers not working on Intel Iris Xe Graphics (GH-119313).
  • Shaders: Improve inline shader preview layout (GH-118865).

Changelog

47 contributors submitted 85 fixes for this release. See our interactive changelog for the complete list of changes since 4.7 beta 2. You can also review all changes included in 4.7 compared to the previous 4.6 feature release.

This release is built from commit 860821708.

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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 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

Maintenance release: Godot 4.6.3

Progress on Godot 4.7 has continued without a hitch, but the need for more 4.6 maintenance releases remains ever-present. Our commitment to active support brings us to today’s release of Godot 4.6.3.

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 4.6.3 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 The Adventures of Sir Kicksalot, a first-person action game where you can use an arsenal of kicking, weaponry, sorcery, stealth, and more kicking to cleverly defeat your foes. You can buy the game or try the demo on Steam, and follow the developer on itch.io.

Changes

41 contributors submitted 86 fixes for this release. See our interactive changelog for the complete list of changes since the 4.6.2-stable release.

This release is built from commit 35e80b3a8.

  • 2D: Update layer selector when modifying the TileMap in the inspector (GH-117256).
  • 3D: Fix Marker3D editor gizmo being darker than intended for negative axis lines (GH-116995).
  • 3D: Fix wrong rotation of cells while being pasted in the GridMap editor (GH-116683).
  • Animation: Fix SplineIK crash cases (GH-117959).
  • Buildsystem: Annual Android versions bump for 2026 (GH-113761).
  • C#: Prevent SourceGenerators from becoming a transitive dependency (GH-114868).
  • Core: Android: Fix the use of --main-pack in template builds (GH-119495).
  • Core: Debugger: Rather than looping infinitely on data read errors, drop the connection (GH-113905).
  • Core: Fix race in RefCounted::unreference() (GH-118678).
  • Core: Improve thread-safety of Object signals (GH-117511).
  • Editor: Avoid repeats in resource gather (GH-118926).
  • Editor: Don’t print UID errors when cache is not initialized (GH-118527).
  • Editor: Fix and improve the editor layout dialog (GH-117846).
  • Editor: Fix game speed UI not resetting when game is restarted (from editor) (GH-116568).
  • Export: iOS: Fix one-click deploy with Xcode 26 (GH-118559).
  • GUI: Fix TextEdit IME error on mouse over (GH-111859).
  • GUI: RTL: Fix character click offsets after the table (GH-117011).
  • Import: Copy scene unique ID when replacing imported instance (GH-118522).
  • Input: Android: Fix handling of back navigation when targeting API level 36 (GH-117653).
  • Input: Fix incorrect reading of joypad UTF8 raw_name in Input.get_joy_info() (GH-115218).
  • Physics: Fix over-removal of area overlaps when using Jolt (GH-118285).
  • Rendering: Add project setting to disable new Volumetric fog blending behavior (GH-119414).
  • Rendering: Fix GLES3 batching skipping rendering all items on specific buffer sizes (GH-117725).
  • Rendering: Fix LightmapGI probe update speed setting not applying in Compatibility (GH-117771).
  • Rendering: Select relevant 3D lights per mesh on GLES3 and Mobile renderers (GH-107234).

Known incompatibilities

As of now, there are no known incompatibilities with the previous Godot 4.6.2 release. We encourage all users to upgrade to 4.6.3.

If you experience any unexpected behavior change in your projects after upgrading to 4.6.3, 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 Godot Foundation. There are also several alternative ways to donate which you may find more suitable.

Donate now

Release candidate: Godot 4.6.3 RC 2

We rarely opt for Saturday releases for these snapshots, as the majority of the team are already enjoying their weekend (hopefully you are as well!). However, we had some exciting new regression fixes for the upcoming 4.6.3 maintenance release, so we didn’t feel right just sitting on them. As such, we’re dropping the next release candidate now, so users can get their hands on it even earlier than usual!

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 illustration picture for this article comes from The Greenening, a incremental game where you embark on a wholesome journey to explore and reawaken a forgotten world. You can buy the game on Steam, and follow the developer on YouTube or Bluesky.

What’s new

14 contributors submitted 21 improvements for this release. See our interactive changelog for the complete list of changes since 4.6.3 RC 1. You can also review all changes included in 4.6.3 compared to the previous 4.6.2 maintenance release.

This section covers all changes made since 4.6.3 RC 1, which are largely regression fixes:

  • 3D: Fix 3D viewport selection getting stuck when editing a GridMap (GH-117521).
  • 3D: Fix Marker3D editor gizmo being darker than intended for negative axis lines (GH-116995).
  • 3D: Fix mouse wheel zoom scrolling contents in the GridMap editor (GH-117378).
  • 3D: Fix problems with undoing selection and pasting in GridMap editor (GH-116814).
  • Animation: Fix compressed Pos3D track interpolation (GH-118159).
  • Editor: Avoid repeats in resource gather (GH-118926).
  • Editor: Fix and improve the editor layout dialog (GH-117846).
  • Editor: Fix blurry icons in the inspector dock’s object selector (GH-115222).
  • Editor: Fix FileSystem dock visual separation when docked at bottom (GH-115267).
  • Editor: Fix keying state not being updated for sub-inspectors (GH-117673).
  • Editor: Fix right clicking an item in filesystem ItemList draws focus (GH-114968).
  • Editor: Fix text alignment in check box inside EditorInspectorSections (GH-117683).
  • Editor: Update the notification for Auto-exposure (GH-114732).
  • GDScript: Fix GDScript LSP test link errors when websocket is disabled (GH-114951).
  • GDScript: Pattern guard warning fix (GH-110523).
  • GUI: Fix RichTextLabel not updating after change scroll_active field (GH-114467).
  • GUI: Fix TextEdit IME error on mouse over (GH-111859).
  • Platforms: Fix clipboard history not updating on subsequent copies in Wayland (GH-116648).
  • Platforms: Wayland: Unify clipboard sending code (GH-117873).
  • Rendering: Add project setting to disable new Volumetric fog blending behavior (GH-119414).
  • Rendering: Fix LightmapGI probe update speed setting not applying in Compatibility (GH-117771).

This release is built from commit e880d6bbf.

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 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 4.6.3. 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

Castle Game Engine: Audio (sound, music) on the web, sound API improvements (arbitrary channels, float frequency etc.)

We have implemented audio playback on the web. Underneath we use WebAudio API but you don’t really need to know anything about it — just use Castle Game Engine sound API and components and everything will work on the web. Try these examples (links below lead to ready builds — they should work out-of-the-box in …

Dev snapshot: Godot 4.7 beta 2

It’s been a couple of weeks since we saw the release of 4.7 beta 1, and in that time we’ve managed to detect and resolve over 100 regressions! There’s still plenty of work to be done on the testing front, so users are encouraged to report whatever new issues crop up this newest release: Godot 4.7 beta 2.

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 Wax Heads, a cozy-punk narrative sim where you work in a struggling record store and chat to quirky customers with unique tastes. You can buy the game on Steam, and check out the developers—Rocío Tomé and Murray Somerwolff—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 1 and beta 2. This section covers the most relevant changes made since the beta 1 snapshot, which are largely regression fixes:

  • 3D: Add undo/redo support for Pilot Mode camera movement (GH-119349).
  • Animation: Rename various signal parameters called ‘name’ (GH-119316).
  • Core: Fix a race in ResourceLoader::load_threaded_request() (GH-118824).
  • Documentation: Link to tutorial and add platform notes to HDR output docs (GH-118692).
  • Editor: Fix editor screenshots with HDR enabled (GH-119013).
  • Editor: Improve ‘Clear Output’ button position (GH-118954).
  • Export: Remove experimental warning from Use Gradle Build option on Android (GH-119172).
  • GDExtension: Deprecate GDExtension’s object_cast_to and classdb_get_class_tag, in favour of is_class casts (GH-119254).
  • GUI: Make internal children of built-in nodes use their parent’s material (GH-115637).
  • Rendering: Fix behavior of window_is_hdr_output_supported for Wayland and adjust warnings (GH-117913).
  • Rendering: HDR: Implement checking if surface supports HDR output (GH-119091).
  • XR: Update default OpenXR action map (GH-118975).

Changelog

74 contributors submitted 153 fixes for this release. See our interactive changelog for the complete list of changes since 4.7-beta1. You can also review all changes included in 4.7 compared to the previous 4.6 feature release.

This release is built from commit 777579205.

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.

  • XR: The Godot editor will crash upon quitting a XR project on macOS (GH-119146).
  • GUI: Popup menu tooltips don’t show up when the search bar is enabled (GH-119407).

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

Release candidate: Godot 4.6.3 RC 1

While Godot 4.7 is enjoying its beta period, work continues on ensuring 4.6 is as stable as possible. So we’re continuing our streak of maintenance releases with Godot 4.6.3, whose first release candidate builds are now ready for testing!

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 illustration picture for this article comes from Flock Around, a multiplayer bird-watching game, where you explore a nature sanctuary with friends to fill out your guidebook. You can buy the game on Steam, and follow the developers on YouTube, Bluesky, and Discord.

What’s new

31 contributors submitted 56 improvements for this release. See our interactive changelog for the complete list of changes since the 4.6.1-stable release.

This section covers the most relevant changes made since the 4.6.2 maintenance release, which are largely regression fixes:

  • 2D: Update layer selector when modifying the TileMap in the inspector (GH-117256).
  • 3D: Fix wrong rotation of cells while being pasted in the GridMap editor (GH-116683).
  • Animation: Fix SplineIK crash cases (GH-117959).
  • C#: Prevent SourceGenerators from becoming a transitive dependency (GH-114868).
  • Core: Debugger: Rather than looping infinitely on data read errors, drop the connection (GH-113905).
  • Core: Fix race in RefCounted::unreference() (GH-118678).
  • Core: Improve thread-safety of Object signals (GH-117511).
  • Editor: Don’t print UID errors when cache is not initialized (GH-118527).
  • Editor: Fix game speed UI not resetting when game is restarted (from editor) (GH-116568).
  • Export: iOS: Fix one-click deploy with Xcode 26 (GH-118559).
  • GUI: RTL: Fix character click offsets after the table (GH-117011).
  • Import: Copy scene unique ID when replacing imported instance (GH-118522).
  • Input: Fix incorrect reading of joypad UTF8 raw_name in Input.get_joy_info() (GH-115218).
  • Physics: Fix over-removal of area overlaps when using Jolt (GH-118285).
  • Rendering: Fix GLES3 batching skipping rendering all items on specific buffer sizes (GH-117725).
  • Rendering: Select relevant 3D lights per mesh on GLES3 and Mobile renderers (GH-107234).

This release is built from commit 6357d9e4c.

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 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 4.6.3. 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