Engine
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Release candidate: Godot 4.6.2 RC 1
It’s been nearly two months since the initial release of Godot 4.6, and three weeks since the 4.6.1 maintenance release. In that time, we’ve had a steady chain of development snapshots for 4.7—the latest of which came out last week—and the number of resolved issues from bugs/regressions have only increased since then. In fact, we’ve received so many fixes that we’re preparing for yet another maintenance release: Godot 4.6.2!
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 illustration picture for this article comes from MR FARMBOY, a colony/farming simulation game, where you build your dream farm and community by leveraging the power of automation (hired labor). You can buy the recently-released game for sale on Steam, and follow the developer on Twitch and Discord.
What’s new
43 contributors submitted 86 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 4.6.1 maintenance release, which are largely regression fixes:
- Animation: Check
playback_queueexistance after emitanimation_finishedsignal (GH-116676). - Editor: Fix build profile generator creating bogus profiles (GH-115410).
- Editor: Fix mute button after pausing and stopping (GH-116537).
- Export: Android Editor: Copy keystore to temp file during export (GH-116161).
- GUI: TextServer: Ignore language of embedded object replacement spans when updating line breaks (GH-116197).
- Physics: Jolt Physics: Make MoveKinematic more accurate when rotating a body by a very small angle (GH-115327).
- Physics: Jolt Physics: Rework how gravity is applied to dynamic bodies to prevent energy increase on elastic collisions (GH-115305).
- Physics: Jolt Physics: Swapping vertices of triangle if it is scaled inside out (GH-115089).
- Platforms: Android: Fix FileAccess crash when using treeUri in Gradle-built apps (GH-117131).
- Platforms: iOS: Add UIScene lifecycle events (GH-116395).
- Rendering: Apply fixed size properly for mono/stereo rendering (GH-115147).
- Rendering: Fix accidental write-combined memory reads in canvas renderer (GH-115757).
- Rendering: Fix viewport debanding not working with spatial scalers (GH-114890).
This release is built from commit 257ac3532.
Downloads
Godot is downloading…
Godot exists thanks to donations from people like you. Help us continue our work:
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 4.6.2. 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.
- macOS builds are not signed this release; this will be resolved by the time 4.6.2-stable comes out.
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.
Dev snapshot: Godot 4.7 dev 2
As the development cycle leaves the early stages, so too does the comparatively constrained scope of changes. Some changes are so big in fact, that they’re being distributed in small increments, rather than all at once. This is admittedly a bit awkward from a blog post perspective, as not everything is in a position to be showcased just yet, but rapid integration for the sake of early testing will always be a top priority. Besides, there’s still plenty of goodies ready to be shown off in the meantime!
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 Horripilant, an incremental dungeon crawler, where you meet God and subsequently kill God. You can buy the game on Steam, and follow the developers on Bluesky, YouTube, or Discord.
Highlights
Editor: Add support for copy/paste of section/category properties
Raphaël Daubelcour is starting this off with a bang, as their work in GH-111469 brought a highly-requested feature for the editor to light: the ability to copy and paste data from entire sections and categories! Now instead of copying the data from individual segments of a given property and pasting them piece-by-piece, this process is now handled in a singular action.
Editor: Use monospaced font for code names in UI
The editor got quite a lot of QOL love this snapshot, as Malcolm Anderson delivered yet another highly-requested feature in the form of monospaced code names (GH-112219). You’d be surprised by just how much the readability of the UI improves when code-like data (methods, signals, properties, etc.) is represented in a font representing their context, especially when coupled with a standard font for all other information.



Animation: Collapse groups in animation track editor
Malcolm isn’t done yet, as the animation track editor got some love in GH-113479, enabling users to collapse groups. This simple change should immediately resonate with users dealing with the absurd sizes animation trees can reach, though the benefits can be felt at all sizes.
Apple: Support HDR output
As you might recall from the previous development snapshot, our intention during the 4.7 cycle is to roll out HDR support across all supported platforms. Windows already got their initial implementation; now, it’s Apple’s turn. Stuart Carnie delivered full support for EDR display to all Apple platforms (GH-106814). Documentation is still in the works for HDR, as there’s quite a lot of ground to cover, but you can expect a proper deep-dive into the concept come next snapshot!
And more!
There are too many exciting changes to list them all here, but here’s a curated selection:
- 2D: Add a scene painter tool (GH-109360).
- 3D: Add “Follow Selection” in the 3D editor by using Center Selection twice (GH-99499).
- Buildsystem: SCons: Enable
wasm64support on web builds (GH-102378). - Editor: Show custom class name in the remote inspector (GH-108208).
- GUI: Add script editor
join_lineskeybind (GH-111547). - GUI: Improve the table in
RichTextLabel(GH-116277). - GUI: Support tiling
AtlasTextureinTextureRect(GH-113808). - Input: Add device IDs to keyboard and mouse input events (GH-116274).
- Input: Add support for SDL3 joystick input driver for iOS (GH-114316).
- Plugin: Android: Add support for plugins gradle platform dependencies (GH-115888).
- Rendering: Editor additions for MipMaps and rd_textures (GH-109004).
Changelog
105 contributors submitted 248 fixes for this release. See our interactive changelog for the complete list of changes since 4.7-dev1. You can also review all changes included in 4.7 compared to the previous 4.6 feature release.
This release is built from commit 778cf54da.
Downloads
Godot is downloading…
Godot exists thanks to donations from people like you. Help us continue our work:
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
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.
There are currently no known issues introduced by this release.
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.
Castle Game Engine: Tower Fight game by Phomm, various engine fixes (GTK 3 and Wayland, float textures and Skin and web, macOS editor…) and website updates
Godot Showcase – Buckshot Roulette
Fheroes2: version 1.1.14
Castle Game Engine: AI usage guidelines and thoughts updated, and… test of vibe-coding with Castle Game Engine
OpenRA: Playtest 20260222
GodotCon Amsterdam – Save the date!
The official GodotCon returns to Europe and this time, it will be the first GodotCon in the city where the Godot Foundation calls home. For this edition of the event, we teamed up with the Dutch Games Association to help us organize it and make sure that everything runs smoothly.
Information
| 📅 Dates | 23rd, 24th of April |
| 🕑 Time | 10:00 – 18:00 |
| 🇳🇱 Location | Amsterdam, The Netherlands |
| 📍 Venue | Pathé Amsterdam Noord. Buikslotermeerplein 2003, 1025 XL Amsterdam, Netherlands |
| 🌐 Website | https://conference.godotengine.org |
Call for speakers and sponsors
If you would like to be a part of the conference by giving a talk or a workshop, please submit your proposals through the link below. We are looking for a diverse range of topics, from beginner to advanced, so don’t hesitate to submit your ideas.
➡️ Call for submissions, Deadline: 30th of March
We are also actively looking for sponsors to support the GodotCon Amsterdam. If you or your company would be interested in learning more about sponsorship opportunities, feel free to reach out to godotcon@godotengine.org.
Tickets and more
Get your tickets here and stay tuned for more information by joining the GodotCon Discord or the mailing list.
Will there still be a Godot event in the US in 2026?
Absolutely! The same team behind the GodotCon Boston will be announcing more details about the event for 2026 in the US. It will come back with a different name, but everything else should be the same.
See you soon!
Dev snapshot: Godot 4.7 dev 1
The first development snapshot for 4.7 has arrived! With it, several quality PRs are free from the backlog at last, be it because they were locked out from the 4.6 feature freeze or were simply deemed too risky for the stable release. The majority of the latter cases were already highlighted earlier this week in our 4.6.1 RC 1 snapshot, so this article will be focused on the former: new features and quality-of-life goodies.
As usual, safety precautions should be taken with any pre-release environment. While we prepare these snapshots with the intent to be suitable for general testing, there will always be a non-zero risk of data loss/corruption. Creating backups before hand and/or utilizing version control are strongly recommended!
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 TR-49, a story-rich puzzle game set in an alternate history, where you’re tasked solving a mystery by navigating the archives of a long-abandoned World War II computer. You can buy the game on Steam or the iOS App Store, and follow the developers on Bluesky or Discord.
Highlights
Input: VirtualJoystick
Joypad controls for mobile games have been historically awkward to integrate. While community-based tools do exist to mitigate this problem, this still involves developers jumping through significantly more hoops than other input devices. Kazox61 has come to the rescue with GH-110933, offering a built-in solution for handling joysticks inputs virtually with VirtualJoystick.
JOYSTICK_FIXED: The joystick doesn’t move.
JOYSTICK_DYNAMIC: The joystick is moved to the initial touch position as long as it’s within the joystick’s bounds. It moves back to its original position when released.
JOYSTICK_FOLLOWING: The joystick is moved to the initial touch position as long as it’s within the joystick’s bounds. It will follow the touch input if it goes outside the joystick’s range. It moves back to its original position when released.
Rendering: DrawableTexture
One very widely-requested feature across Godot’s entire lifetime has been the ability to easily draw on a texture. While this can be somewhat achieved by using Viewport, it remained quite limited and wasn’t suited for more complex tasks. Conversely, RenderingDevice is an answer for those not afraid to get their hands dirty with the guts of the engine, but that leaves the average user in the dust and is hardly a convenient solution even for those that know what they’re doing. Colin O’Rourke delivered a solution in the form of DrawableTexture: a simple API layer to abstract away all the technical noise and give users of all skill levels a convenient way to “do the thing”. (GH-105701).
3D: Enable Path3D collider snapping
Gustavo Jaruga Cruz has given the 3D editor some love in the form of Path3D collider snapping (GH-102085). Now when creating and editing paths, you have the option of snapping those paths to whatever collider the mouse is hovering over, rather than simply dropping a point in space arbitrarily. As demonstrated in the below clip, this behavior is toggleable on the Path3D options menu.
GDScript: Improve display non-exported members in Remote Tree Inspector
If you’ve ever tried to wrangle with non-exported enums in a remote play session, you’re already aware of how annoying it to have those values revert to simple integers. Danil Alexeev has brought us a solution via GH-115705, ensuring that metadata is retained for variables regardless of their export status.
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Rendering: Vulkan raytracing plumbing
While Vulkan has had an API available for a few years now to support raytracing, actually implementing that API is much easier said than done. Rendering is already one of the most complex parts of the engine, and adding raytracing on top of that increases that complexity exponentially. With that in mind, it cannot be overstated just how impressive it is that Antonio Caggiano has provided us with the groundwork necessary to make that a reality (GH-99119). He’s graciously provided a demo project to showcase this new functionality via GDScript.
Windows: Support HDR output
Those that followed our 4.6 blog posts might remember a section that touched on the future implementation of HDR to the engine. The future is now, as one of our goals for 4.7 is making HDR output possible on all supported platforms. Documentation and implementation is still in the early stages, so we won’t have much to touch on this blog post. However, we can offer a small preview, as Josh Jones, Alvin Wong, and Allen Pestaluky have begun this long-term goal with an implementation on Windows (GH-94496).
And more!
There are too many exciting changes to list them all here, but here’s a curated selection:
- Core: PCKPacker: Add method to add files from buffer (GH-108830).
- Editor: Add a script editor keyboard shortcut to show the documentation tooltip for the word the caret is on (GH-115767).
- Editor: Improve appearance of built-in help (GH-107597).
- Editor: Optimize tree size computation and the scene tree dock filter (GH-110759).
- Editor: Support navigating to the script in list (GH-112796).
- Editor: Take custom type of parent scripts into account when dropping onready variables (GH-115158).
- GUI: Add accessibility region role for landmark navigation (GH-114449).
- GUI: Add conic gradient to GradientTexture2D (GH-115394).
- Input: Add support for joypad motion sensors (GH-111679).
- Physics: Add one-way collision direction for CollisionShape2Ds (GH-104736).
- Platforms: Add device orientation change signal to DisplayServer (GH-115434).
- Platforms: Android: Enable native file picker support on all devices (GH-115257).
- Rendering: Clearcoat improvements and fixes (GH-111464).
- Rendering: Give every pass its own unique environment uniform buffer (GH-115177).
- Rendering: Metal: Refactor; fix dynamic uniforms; acyclic render graph support (GH-114484).
- Rendering: Vulkan: Update all components to Vulkan SDK 1.4.335.0 (GH-114075).
Changelog
127 contributors submitted 311 fixes for this release. See our interactive changelog for the complete list of changes since the 4.6 feature release.
This release is built from commit bf95b6258.
Downloads
Godot is downloading…
Godot exists thanks to donations from people like you. Help us continue our work:
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.
- macOS builds are not signed this release; this will be resolved by the time 4.7-dev2 comes out.
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.

