Last week, we released our first Release Candidate snapshot for 4.6.2, and have since backported even more critical bugfixes. While we normally only need a single pass for maintenance releases, sometimes enough changes are integrated to warrant a second pass. So, once more for good measure: Godot 4.6.2 RC 2 is ready for general testing!

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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 Funi Raccoon Game, a 3D platformer collectathon, where you play as a raccoon on a quest to fill their newly acquired home with an incalculable quantity of knick-knacks. You can buy the recently-released game or try the demo for free on Steam, and follow the developers, Crayon and Kit, on Bluesky.

What’s new

25 contributors submitted 29 improvements for this release. See our interactive changelog for the complete list of changes since 4.6.2-rc1. You can also review all changes included in 4.6.2 compared to the previous 4.6.1 maintenance release.

This section covers all changes made since 4.6.2-rc1, which are largely regression fixes:

  • 3D: Fix 3D focus selection for subgizmos (GH-116972).
  • 3D: Fix DirectionalLight3D property list (GH-117189).
  • Animation: Deselect bezier keyframes when switching animations (GH-116953).
  • Animation: Fix visual shift of animation editor keys during selection (GH-117290).
  • Buildsystem: Add UTF-8 encoding to SVG file open in platform_builders.py (GH-117454).
  • Buildsystem: CI: Bump JavaScript actions to Node 24 (GH-117428).
  • Buildsystem: ScrollBar: Fix compilation with precision=double (GH-117224).
  • Buildsystem: Update CODEOWNERS (GH-117674).
  • Core: Fix String::split_ crash on empty string (GH-117353).
  • Core: Fix editable children state when duplicating instantiated nodes (GH-117041).
  • Core: RingBuffer: Fix T read() method reading empty buffer (GH-117388).
  • Core: RingBuffer: Fix overreading on methods that take an offset as an argument (GH-117151).
  • Editor: Set accessibility name on Tree inline cell editor when editing (GH-117135).
  • GDExtension: Add missing GDVIRTUAL_BIND(_get_supported_extensions) on MovieWriter (GH-117479).
  • GUI: Fix “Custom” anchor preset being ignored if the parent isn’t a Control (GH-117488).
  • GUI: Fix RichTextLabel drag selection not working after double-click (GH-117201).
  • GUI: TextEdit: Fix clipping of last character due to right margin rounding (GH-116850).
  • Import: Blender attempts should be incremented to avoid endless loop (GH-116589).
  • Platforms: Apple Embedded: Fix static .a/.xcframework library loading in open_dynamic_library (GH-117469).
  • Platforms: Fix macOS Steam time tracking lost when opening a project (GH-117335).
  • Platforms: iOS: Propagate VC UI preferences to SwiftUI hosting controller (GH-116633).
  • Platforms: macOS: Enable wake for events if Magnet is running (GH-116524).
  • Platforms: Windows: Set current driver when ANGLE init fails (GH-117253).
  • Plugin: Android: Fix java.util.HashMap handling (GH-114941).
  • Plugin: Fix EditorDock not reopening (GH-117340).
  • Rendering: Fix Tangent decoding detection when computing vertex skinning (GH-117401).
  • Rendering: macOS: Force ANGLE (GL over Metal) when running in VM (GH-117371).
  • Thirdparty: libpng: Update to 1.6.55 (GH-117564).
  • Thirdparty: Update access-kit to 0.21.2 (GH-117433).

This release is built from commit 638b2f1e9.

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 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.

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.

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