Happy new year, everyone! While most of our contributors were taking time off these past few weeks, there were still quite a few issues and regressions addressed in that time. As such, let’s welcome in 2026 with a brand new build: 4.6 beta 3 has arrived! This iterates upon the relatively-stable 4.6 beta 2, so it won’t be much longer before we’re ready for the release candidate stage.

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 Sengodai, a rougelike deckbuilding where you collect and create your Gokai monsters team to explore diverse worlds and challenge the cursed gods. You can buy the game on Steam, and check out the developers on Bluesky or YouTube!

Highlights

For an overview of what’s new overall in Godot 4.6, have a look at the highlights for 4.6 beta 1, which cover a lot of the changes. This blog post only covers the changes between beta 2 and beta 3, which are largely regression fixes:

  • Core: Improve determinism of UIDs (GH-111858).
  • Editor: Correctly handle discarding of saved redo (GH-112597).
  • Editor: Improve interaction feedback in modern theme (GH-114571).
  • Editor: Validate Resource type when pasting property (GH-112386).
  • GUI: Add non-public {Line,Text}Edit::_set_text() to fix text_submitted signal emission on Web (GH-113461).
  • GUI: Improve the look of inner tabs in modern theme (GH-114392).
  • Rendering: Create new pools when they become fragmented on Vulkan (GH-114313).
  • Rendering: Fix VoxelGI glossy reflection artifacts (GH-113334).
  • Rendering: Implement workaround for GPU driver crash on Adreno 5XX (GH-114416).
  • XR: Android: Handle YUV_420_888 strides correctly in CameraFeed (GH-110720).

Changelog

60 contributors submitted 133 fixes for this release. See our interactive changelog for the complete list of changes since 4.6-beta2. You can also review all changes included in 4.6 compared to the previous 4.5 feature release.

This release is built from commit 76dda5c6c.

Downloads

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 4.6. 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