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!

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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 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 TileMap in the inspector (GH-117256).
  • 3D: Fix wrong rotation of cells while being pasted in the GridMap editor (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 Object signals (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_name in Input.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

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.

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