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 Buildoption on Android (GH-119172). - GDExtension: Deprecate GDExtension’s
object_cast_toandclassdb_get_class_tag, in favour ofis_classcasts (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_supportedfor 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:
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.
Unciv: 4.20.5-patch1
Unciv: 4.20.5-patch1
Unciv: 4.20.5
Thrive: Progress Update 5/09/2026
GodotCon Boston – Save the date!
The official GodotCon returns to Boston for the second US edition. For this edition of the event, we teamed up with SceneTree to help us organize it and make sure that everything runs smoothly.
Information
| 📅 Dates | 21st, 22nd of July 2026 |
| 🕑 Time | 09:00 – 18:00 |
| 🇳🇱 Location | Boston, Massachusetts, United States |
| 📍 Venue | Microsoft NERD Center. 1 Memorial Dr, Cambridge, MA 02142, United States |
| 🌐 Website | https://conference.godotengine.org/US/2026/ |
Call for speakers, sponsors, and showcases
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. Of note: We have a lot more room for workshops this year on the 20th of July.
➡️ Call for submissions, Deadline: 1st of June 2026
We are also actively looking for sponsors to support GodotCon Boston. If you or your company would be interested in learning more about sponsorship opportunities, feel free to reach out to president@scenetree.org.
Want to show off your Godot-related project? Whether you have some really handy toolset or an amazing game made in Godot, submit to be a part of the showcase.
➡️ Showcase submissions, Deadline: 1st of June 2026
Call for volunteers
An event like this only happens thanks to passionate people like you who are willing to help behind the scenes. If you want to contribute to making GodotCon Boston 2026 a welcoming and smooth experience for everyone, we are currently looking for volunteers to help us manage different aspects of the conference, from stage managers to photographers.
If you would like to participate, please fill out this form.
Tickets and more
Get your tickets here and stay tuned for more information by joining the GodotCon Discord or the mailing list.
See you soon!
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
TileMapin the inspector (GH-117256). - 3D: Fix wrong rotation of cells while being pasted in the
GridMapeditor (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
Objectsignals (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_nameinInput.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:
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.