We had a few false-starts along the way, but Godot 4.7 has at last reached the Release Candidate stage. This means that all of our planned features are locked-in, and no critical regressions remain. As such: production-ready environments can begin integrating at this time. HDR output support, the Godot Asset Store, drawable textures, and more are ready-to-roll in this bountiful update!
This comes with our usual caveat for release candidate builds: we can only truly ratify this claim through extensive testing by the community. Though we firmly believe that Godot 4.7 is suitable for existing projects, you will play a crucial role in ensuring that no major issues have somehow snuck through the cracks. As always: making a copy/backup before upgrading is strongly recommended, ideally with version control!
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 Pratfall, a multiplayer rougelite where you’ll fall, dig, and explode your way through a dangerous cave system to find your lost dog. You can buy the game on Steam, and follow the developers on Bluesky, YouTube, and Discord.
Highlights
We covered the most important highlights from Godot 4.7 in the previous 4.7 beta 1 blog post, so if you haven’t read that one, have a look to be introduced to the main new features added in the 4.7 release.
Especially if you’re testing 4.7 for the first time, you’ll want to get a condensed overview of what new features you might want to make use of.
This section covers all changes made since the beta 5 snapshot, which are largely regression fixes:
- 3D: Fix trackball when use local space is enabled (GH-120063).
- Animation: Check blend weight for AnimationNode error & remove
_validate_animation_graph()(GH-120059). - Core: Fix ResourceLoader deadlocks (GH-120077).
- Core: Fix ZIPPacker creating empty directory entries (GH-120069).
- Documentation: Clarify performance impact of AreaLight3D nodes in the documentation (GH-119983).
- Documentation: Migrate GDScript design guidelines to the contributing docs (GH-115820).
- Editor: Android: Update download URL for GABE (GH-120001).
- Editor: Fix “Move Up/Down” editing foreign nodes (GH-119910).
- Editor: Wrap project titles (GH-119999).
- GDScript: Exclude
globalsinternal classes in the analyzer (GH-120028). - GUI: Fix incorrect
get_drop_section_at_positionresults in Tree (GH-119336). - Input: Disable navigation gizmo by default for Desktop platforms (GH-120006).
- Rendering: Fix a deadlock in CanvasRenderRD (GH-120071).
- Rendering: Fix area light atlas also destroying VoxelGI uniform sets (GH-119997).
- Rendering: Metal: Restrict residency set support to Apple6+ GPUs (GH-119451).
- Rendering: OpenGL: Fix vertex shader compilation error with
EYE_OFFSET(GH-119998).
Changelog
As we’ve tightened our policy on what kind of changes can be merged leading to the release candidate stage, there aren’t a lot of changes in this snapshot. 16 contributors submitted 16 fixes for this release. See our interactive changelog for the complete list of changes since 4.7 beta 5. You can also review all changes included in 4.7 compared to the previous 4.6 feature release.
This release is built from commit a4f5e8cdd.
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 a workaround). 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 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 or 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 the Godot Foundation. There are also several alternative ways to donate which you may find more suitable.
