Godot 3.2.4 is shaping up nicely, and a number of issues have been fixed since the first Release Candidate two weeks ago. So it’s now time for a RC 2 build to give it another round of testing before the stable release!

And rejoice macOS users, this release is the first to have the Godot editor binary signed and notarized. Thanks to Prehensile Tales for signing it on behalf of the Godot contributors. (Note: Only the “standard” build is signed for now.)

You can try it live with the online version of the Godot editor updated for this release.


The main changes coming in Godot 3.2.4 and included in this Release Candidate are:

All these need to be thoroughly tested to ensure that they work as intended in the upcoming 3.2.4-stable.


The main new features are highlighted in bold. Refer to the linked pull requests for details.

  • Android: Add support for the Android App Bundle format (GH-42185).
  • Android: Add support for embedding Godot as a subview in Android applications (GH-42186).
  • Android: Fix splash screen loading (GH-42389).
  • Android: Add notch cutout support for Android P and later (GH-43104).
  • Android: Add support for mouse events (GH-42360).
  • Android: Add support for keyboard modifiers and arrow keys (GH-40398).
  • Android: Fix screen orientation settings and API (GH-43022, GH-43248), GH-43511).
  • Android: Update logic to sign prebuilt APKs with apksigner instead of jarsigner, as required for Android API 30 (GH-44645).
  • Audio: Add MP3 loading and playback support (GH-43007).
  • Buildsystem: Add production=yes option to set optimal options for production builds (GH-45679).
    • Users making custom builds should use this option which is equivalent to use_lto=yes debug_symbols=no use_static_cpp=yes.
    • Note for Linux builds: use_static_cpp=yes and udev=yes are now the default values, so you need libudev and libstdc++-static development packages to build in optimal conditions.
  • C#: Official builds now use Mono
  • C#: Re-work solution build output panel (GH-42547).
  • C#: Godot.NET.Sdk/3.2.4 - Fix targeting .NETFramework with .NET 5 (GH-44135).
  • C#: Fixes to WebAssembly support (GH-44105, GH-44374).
  • C#: Fix System.Collections.Generic.List marshalling (GH-45029).
  • C#: Fix support for Unicode identifiers (GH-45310).
  • Core: Optimize octree and fix leak (GH-41123).
  • Core: Disable decayment of freed Objects to null in debug builds (GH-41866).
  • Core: More fixes to Variant and Reference pointers (GH-43049).
  • Core: Add append_array method to Array class (GH-43398).
  • Core: Add ability to restore RandomNumberGenerator state (GH-45019).
  • CSG: Various bug fixes.
  • Editor: Detect external modification of scenes (GH-31747).
  • Editor: Fixed renaming/moving of nodes with exported NodePaths in the editor (GH-42314).
  • Editor: Improve 3D rotation gizmo (GH-43016).
  • Editor: Add a dynamic infinite grid to the 3D editor (GH-43206).
  • Editor: Use 75% editor scale on small displays automatically (GH-43611).
  • Editor: Require Ctrl for switching between editors, bind F2 to Rename Node (GH-38201).
  • Editor: 3D editor grid improvements (GH-45594).
  • FBX: Rewritten and improved importer (GH-42941).
  • Font: Load dynamic fonts to memory on all platforms to avoid locked files (GH-44117).
  • Font: Fix fallback emoji font color (GH-44212).
  • GDScript: Fix leaks due to cyclic references (GH-41931).
  • GLES2/GLES3: Fix buffer orphaning on desktop (GH-42734).
  • GLES2/GLES3: Fix flipped normal mapping in 2D with batching and nvidia workaround (GH-41323, GH-41254).
  • GLES2: Various improvements to 2D batching (GH-42119).
    • See GH-42899 for instructions on how to test the improved 2D batching and report your results.
  • GLES2: Fix glow on devices with only 8 texture slots (GH-42446).
  • GLES2: Use separate texture unit for light_texture (GH-42538).
  • GLES2: Fix PanoramaSky artifacts on Android (GH-44489).
  • GLES2: Fix reflection probes for WebGL 1.0 (GH-45465).
  • GLES2: Add support for anisotropic filtering (GH-45654).
  • GLES3: Add 2D batching support, unified architecture with GLES2 (GH-42119).
    • See GH-42899 for instructions on how to test the new GLES3 2D batching and report your results.
  • GLES3: Fixes to Screen Space Reflections (GH-38954, GH-41892).
  • GLES3: Ensure that color values in Reinhard tonemapping are positive (GH-42056).
  • glTF: Use vertex colors by default (GH-41007).
  • glTF: Fix parsing base64-encoded buffer and image data (GH-42501, GH-42504).
  • glTF: Fix handling of normalized accessor property (GH-44746).
  • GraphEdit: Add minimap support, enabled by default (GH-43416).
  • GUI: Add AspectRatioContainer class (GH-45129).
  • HTML5: Synchronous main, better persistence, handlers fixes, optional full screen (GH-42266).
  • HTML5: Move audio processing to thread when threads are enabled (GH-42510).
  • HTML5: Merged code for web editor prototype (GH-42790).
  • HTML5: Add AudioWorklet support in multithreaded builds (GH-43454).
  • HTML5: Add optional GDNative support (GH-44076).
  • HTML5: Use internal implementation of the Gamepad API (GH-45078).
  • HTML5: Tons of fixes all around to better support the Web editor :)
  • Input: Add mouse event pass-through support for the game window (GH-40205).
  • Input: Add support for buttons and D-pads mapped to half axes (GH-42800).
  • Input: Add driving joystick type to windows joystick handling (GH-44082).
  • Input: Add support for new SDL gamecontroller keywords (used e.g. by PS5 controller) (GH-45798).
  • iOS: Add support for iOS plugins, with a similar interface to Android plugins (GH-41340).
    • You can read the updated documentation on godot-docs#4213, until it’s merged and included in the 3.2 documentation.
    • Previously built-in iOS features like ARKit, camera support, GameCenter, ICloud and InAppStore modules are now first-party plugins which can be installed from godot-ios-plugins. The relevant documentation will soon be updated to be clarify their usage with 3.2.4-stable.
  • iOS: Fix multiple issues with PVRTC import, disable ETC1 (GH-38076).
  • iOS: Add touch delay value to project settings (GH-42457).
  • iOS: Fixes to keyboard input, including better IME support (GH-43560).
  • iOS: Native loading screen implementation (GH-45693).
  • Lighting: New CPU lightmapper (GH-44628).
  • Linux: Fix issues related to delay when processing events (GH-42341).
  • Linux: Implement --no-window mode (GH-42276).
  • Linux: Prevent audio corruption in the ALSA driver (GH-43928).
  • macOS: ARM64 support in official binaries.
    • Currently only for standard builds, Mono ARM64 builds are still a work in progress.
  • macOS: Editor binary is now signed and notarized!
    • It is signed by Prehensile Tales B.V. like the Windows binaries.
    • In 3.2.4 RC 2, the Mono flavor is not signed yet, but this should be fixed before stable (see GH-43768).
  • macOS: Fix mouse position in captured mode (GH-42328).
  • macOS: Fix get_screen_dpi for non-fractional display scales (GH-42478).
  • macOS: Implement --no-window mode (GH-42276).
  • MeshInstance: Add option for software skinning (GH-40313).
  • Node: Fix Editable Children issues with node renaming, moving, duplicating and instancing (GH-39533).
  • Particles: Fix impact of lifetime_randomness on properties using a curve (GH-45496).
  • Physics: New dynamic BVH for GodotPhysics backends (GH-44901).
  • Physics: Various bug fixes for 2D and 3D.
  • Physics: Fix multiple issues with one-way collisions (GH-42574).
  • Physics: Implement pause-aware picking (GH-39421).
    • This breaks compat but is not enabled by default for existing projects (see project setting physics/common/enable_pause_aware_picking). It will be enabled by default for new projects created with 3.2.4.
  • Rendering: Add fast approximate antialiasing (FXAA) to Viewport (GH-42006).
  • Rendering: Disable lights for objects with baked lighting (GH-41629).
  • Rendering: Add option for snapping 2D transforms to whole coordinates, for pixel art motion (GH-43554).
  • Rendering: New dynamic BVH (GH-44901).
  • Rendering: Add METALLIC to light() builtins (GH-42548).
  • Spatial: Optimize transform propagation for hidden 3D objects (GH-45583).
  • Sprite3D: Use full float UV for better precision (GH-42537) [regression fix].
  • VR: Add WebXR support for VR games (GH-42397).
  • Windows: Fix debugger not getting focused on break on Windows (GH-40555).
  • YSort: Make rendering order more deterministic (GH-42375).
  • Thirdparty library updates (enet 1.3.17, freetype 2.10.4, mbedtls 2.16.9, pcre2 10.36, tinyexr 1.0.0, zstd 1.4.8).
  • API documentation updates.
  • Editor translation updates.
  • And many more bug fixes and usability enhancements all around the engine!

See the full changelog since 3.2.3-stable (chronological, or for each contributor), or the changes since the previous RC 1 build.

This release is built from commit 9918fd722e3e555cb174f9806cdb38b6e8b0c2b7.


The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Instead, browse our download repository and fetch the editor binary that matches your platform:

  • Standard build (GDScript, GDNative, VisualScript).
  • Mono build (C# support + all the above). You need to have MSBuild installed to use the Mono build. Relevant parts of Mono are included in this build.

Bug reports

As a tester, you are encouraged to open bug reports if you experience issues with 3.2.4 RC 2. Please check first the existing issues on GitHub, using the search function with relevant keywords, to ensure that the bug you experience is not known already.

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 3.2.3 or earlier no longer works in 3.2.4 RC 2).


Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, and a handful of part or full-time developers, hired thanks to donations from the Godot community. A big thankyou to everyone who has contributed their time or 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 on Patreon or PayPal.