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.

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 4.7. 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