<?xml version="1.0" encoding="utf-8"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>Godot Engine Official</title><link/><description/><atom:link href="https://godotengine.org/rss.xml" rel="self" type="application/rss+xml"/><item><title>Godot Team Updates @ GodotCon Boston 2026</title><link>https://godotengine.org/article/godotcon-us-2026-update/</link><summary>Announcing the schedule and some official updates from the Godot Foundation expected at GodotCon Boston 2026.</summary><description>&lt;style>h4 {margin-bottom:0}&lt;/style>
&lt;p>Our second annual &lt;a href="https://conference.godotengine.org/US/2026/">GodotCon&lt;/a> in North America is right around the corner and it is full steam ahead for the Godot community in Boston. &lt;a href="https://talks.godotengine.org/godotcon-boston-2026/schedule/">The schedule has been announced&lt;/a> so we thought it would be worth highlighting some of the official updates and fun talks from the Godot Foundation that will take place during the conference.&lt;/p>
&lt;hr />
&lt;h4 id="godot-rendering-team-update">Godot Rendering Team Update&lt;/h4>
&lt;p>🗣️ &lt;strong>Clay John&lt;/strong>&lt;/p>
&lt;p>An update on what major changes have happened within the renderer over the last two years with a focus on technical hurdles that we have overcome and the major limitations that we are now seeing.&lt;/p>
&lt;p>Also, a brief look at the future of Godot’s renderer including what to expect in terms of new high-end features and the long-term vision for the renderer.&lt;/p>
&lt;hr />
&lt;h4 id="whats-new-in-android">What’s New in Android&lt;/h4>
&lt;p>🗣️ &lt;strong>Fredia L Huya-Kouadio&lt;/strong>&lt;/p>
&lt;p>Discover what’s new in Android in 2026 for Godot developers!&lt;/p>
&lt;p>This talk will provide updates, new development, and new features to the Godot Android Platform since 2025.&lt;/p>
&lt;p>The talk will also cover the growth of the Godot Android editor since 2025, and will provide a quick look at its 2026 development roadmap.&lt;/p>
&lt;hr />
&lt;h4 id="how-to-make-a-vr-game-entirely-in-vr-no-pc-required">How to make a VR game entirely in VR! (No PC required)&lt;/h4>
&lt;p>🗣️ &lt;strong>David Snopek, Logan Lang&lt;/strong>&lt;/p>
&lt;p>Did you know that the Godot editor can run on standalone VR headsets like the Meta Quest 2/3, Pico 4, or Samsung Galaxy XR?&lt;/p>
&lt;p>This can allow you to build a game entirely in VR, without using a desktop or laptop computer at all!&lt;/p>
&lt;p>In this talk, David Snopek and Logan Lang of Godot’s XR team, will:&lt;/p>
&lt;ul>
&lt;li>Tell the story of “Expedition to Blobotopia”, a VR game which they built in one week for the Godot Wild Jam #81, working entirely on Meta Quest 3 headsets&lt;/li>
&lt;li>Explain the advantages of doing game dev in the headset&lt;/li>
&lt;li>Share tips and tricks for how you can do it too&lt;/li>
&lt;li>Demonstrate the newly released GABE, which allows running full Android Gradle builds on the headset&lt;/li>
&lt;li>Explain the basics of publishing your VR game on the Meta Horizon Store and Google Play Store&lt;/li>
&lt;li>Give a live demo of the editor running on a headset!&lt;/li>
&lt;/ul>
&lt;p>Discover a new way to add VR directly into your game development workflow!&lt;/p>
&lt;hr />
&lt;h4 id="where-every-millisecond-counts-optimizing-godot-for-low-spec-devices">Where Every Millisecond Counts: Optimizing Godot for Low-Spec Devices&lt;/h4>
&lt;p>🗣️ &lt;strong>Clay John, Pablo Selener, David Snopek&lt;/strong>&lt;/p>
&lt;p>Low-spec targets like mobile and standalone VR leave little room for waste. This session covers two things: the engine-level optimizations W4 Games contributed upstream that make all Godot games faster, and the techniques developers can apply in their own projects without modifying Godot’s source. Much of this work was originally funded by commercial engagements and is now upstream for everyone.&lt;/p>
&lt;hr />
&lt;h4 id="getting-started-with-cross-platform-xr-development">Getting started with cross-platform XR development&lt;/h4>
&lt;p>🗣️ &lt;strong>Fredia L Huya-Kouadio, David Snopek&lt;/strong>&lt;/p>
&lt;p>This talk will walk attendees through the process of creating an XR game that can run on all modern XR platforms (Android XR, Meta Horizon OS, Pico OS, visionOS) and leverage capabilities unique to each platform.&lt;/p>
&lt;p>Attendees will also be walked through the process of porting an existing ‘flat’ 3D game to an immersive or volumetric game running on an XR device.&lt;/p>
&lt;hr />
&lt;p>&lt;a href="https://conference.godotengine.org/US/2026/">GodotCon Boston 2026&lt;/a> takes place from July 20th - July 22nd with a day of workshops on the 20th and the main conference on the 21st and 22nd. There are &lt;strong>20 other talks&lt;/strong> to see along with the Godot games showcase, nightly social events, and catered breakfast and lunch. &lt;a href="https://tickets.godotengine.org/scene-tree/godotcon-us-2026/">Tickets are on-sale now&lt;/a>. Room in workshops is still available!&lt;/p>
&lt;p style="text-align: center;">&lt;a class="btn" href="https://tickets.godotengine.org/scene-tree/godotcon-us-2026/">Buy tickets 🎟️&lt;/a>&lt;/p></description><category>Events</category><guid>https://godotengine.org/article/godotcon-us-2026-update/</guid><dc:creator>Chad Stewart</dc:creator><pubDate>Tue, 14 Jul 2026 15:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/godotcon-boston-2026.jpg</image></item><item><title>Maintenance release: Godot 4.7.1</title><link>https://godotengine.org/article/maintenance-release-godot-4-7-1/</link><summary>The first 4.7 maintenance release has arrived!</summary><description>&lt;p>It’s been nearly four weeks since we saw the release of &lt;a href="/releases/4.7/">Godot 4.7&lt;/a>, which has given our team ample time to prepare for its first maintenance release. This progress was made in tandem with Godot 4.8, whose first development snapshot &lt;a href="/article/dev-snapshot-godot-4-8-dev-1/">released last week&lt;/a>, and will hopefully see its second snapshot later this week. But for those sticking with the rock-solid foundation Godot 4.7 provided, only iterating on critical regressions/crashes reported by the community in that time, you need look no further than today’s maintenance release: 4.7.1-stable!&lt;/p>
&lt;p>Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.&lt;/p>
&lt;p>Please consider &lt;a href="#support">supporting the project financially&lt;/a>, 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.&lt;/p>
&lt;p>&lt;a href="/download/archive/4.7.1-stable/">&lt;strong>Download Godot 4.7.1 now&lt;/strong>&lt;/a> or try the &lt;a href="https://editor.godotengine.org/4.7.1.stable/">online version of the Godot editor&lt;/a>.&lt;/p>
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&lt;h2>Godot is downloading...&lt;/h2>
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&lt;hr />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/3908810/Stackflow/?curator_clanid=41324400">&lt;strong>Stackflow&lt;/strong>&lt;/a>, &lt;em>a strategy rougelike game, where you clear rows of blocks to unlock abilities to more proficently and satisfyingly clear yet more rows of blocks. You can buy the game or try the demo on &lt;a href="https://store.steampowered.com/app/3908810/Stackflow/?curator_clanid=41324400">Steam&lt;/a>, and follow the developer on &lt;a href="https://caueh.itch.io/">itch.io&lt;/a> and &lt;a href="https://github.com/cauehenrique">GitHub&lt;/a>.&lt;/em>&lt;/p>
&lt;h2 id="changes">Changes&lt;/h2>
&lt;p>&lt;strong>42 contributors&lt;/strong> submitted &lt;strong>78 fixes&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.7.1">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since the &lt;a href="/releases/4.7/">4.7-stable release&lt;/a>.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/a13da4feb8d8aefc283c3763d33a2f170a18d541">&lt;code class="language-plaintext highlighter-rouge">a13da4feb&lt;/code>&lt;/a>.&lt;/p>
&lt;ul>
&lt;li>2D: Improve 2D editor dropping code (&lt;a href="https://github.com/godotengine/godot/pull/119418">GH-119418&lt;/a>).&lt;/li>
&lt;li>3D: Fix closed &lt;code class="language-plaintext highlighter-rouge">Curve3D&lt;/code> first/last point missing in/out control point (&lt;a href="https://github.com/godotengine/godot/pull/120684">GH-120684&lt;/a>).&lt;/li>
&lt;li>Animation: Make animation folding access cfg only at save/load project time (&lt;a href="https://github.com/godotengine/godot/pull/120403">GH-120403&lt;/a>).&lt;/li>
&lt;li>Assetlib: Set the Asset Store’s default sorting to highest scored (&lt;a href="https://github.com/godotengine/godot/pull/121112">GH-121112&lt;/a>).&lt;/li>
&lt;li>Editor: Guard against non-main-thread emission of EditorFileSystem changed signal (&lt;a href="https://github.com/godotengine/godot/pull/115083">GH-115083&lt;/a>).&lt;/li>
&lt;li>Editor: Wrap long project title (&lt;a href="https://github.com/godotengine/godot/pull/119580">GH-119580&lt;/a>).&lt;/li>
&lt;li>GUI: Don’t automatically open virtual keyboard when popup menu shows (&lt;a href="https://github.com/godotengine/godot/pull/120768">GH-120768&lt;/a>).&lt;/li>
&lt;li>GUI: Fix crash in &lt;code class="language-plaintext highlighter-rouge">Tree::_get_item_focus_rect&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/120538">GH-120538&lt;/a>).&lt;/li>
&lt;li>GUI: Fix scene tree drag-n-drop regression on touchscreens (&lt;a href="https://github.com/godotengine/godot/pull/120456">GH-120456&lt;/a>).&lt;/li>
&lt;li>GUI: Fix visual glitch with connections lines in &lt;code class="language-plaintext highlighter-rouge">GraphEdit&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/120488">GH-120488&lt;/a>).&lt;/li>
&lt;li>Input: Android: Fix EditorSettings not instantiated error when running game (&lt;a href="https://github.com/godotengine/godot/pull/120723">GH-120723&lt;/a>).&lt;/li>
&lt;li>Input: Fix backspace being unable to delete pre-existing text in any input field when using a soft keyboard on Android (&lt;a href="https://github.com/godotengine/godot/pull/119798">GH-119798&lt;/a>).&lt;/li>
&lt;li>Navigation: Fix navigation agents unconditionally getting added to avoidance simulation after pause resume (&lt;a href="https://github.com/godotengine/godot/pull/120249">GH-120249&lt;/a>).&lt;/li>
&lt;li>Network: Set inited=false on &lt;code class="language-plaintext highlighter-rouge">CookieContextMbedTLS::clear&lt;/code> to avoid accidental double destruction (&lt;a href="https://github.com/godotengine/godot/pull/120371">GH-120371&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix flickering lighting on mesh-instances with non-uniform scale (&lt;a href="https://github.com/godotengine/godot/pull/119784">GH-119784&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix orthographic camera directional shadow culling (&lt;a href="https://github.com/godotengine/godot/pull/120711">GH-120711&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix previous transform getting remembered for 2 frames after the instance stops moving (&lt;a href="https://github.com/godotengine/godot/pull/119941">GH-119941&lt;/a>).&lt;/li>
&lt;li>Rendering: Seek past skipped shader variant payloads to avoid reading incorrect data (&lt;a href="https://github.com/godotengine/godot/pull/119792">GH-119792&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="known-incompatibilities">Known incompatibilities&lt;/h2>
&lt;p>As of now, there are no known incompatibilities with the previous Godot 4.7 release. &lt;strong>We encourage all users to upgrade to 4.7.1.&lt;/strong>&lt;/p>
&lt;p>If you experience any unexpected behavior change in your projects after upgrading to 4.7.1, please &lt;a href="https://github.com/godotengine/godot/issues">file an issue on GitHub&lt;/a>.&lt;/p>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If you’d like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a> platform managed by the &lt;a href="https://godot.foundation/">Godot Foundation&lt;/a>. There are also several &lt;a href="/donate">alternative ways to donate&lt;/a> which you may find more suitable.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Release</category><guid>https://godotengine.org/article/maintenance-release-godot-4-7-1/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Tue, 14 Jul 2026 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/maintenance-release-godot-4-7-1.jpg</image></item><item><title>Release candidate: Godot 4.7.1 RC 2</title><link>https://godotengine.org/article/release-candidate-godot-4-7-1-rc-2/</link><summary>The de-specialized edition: special edition!</summary><description>&lt;p>As distance from the &lt;a href="/releases/4.7/">Godot 4.7 stable release&lt;/a> grows, so too does the amount of spotted regressions and subsequent regression fixes. We don’t have quite as many fixes to share compared to &lt;a href="/article/release-candidate-godot-4-7-1-rc-1/">4.7.1 RC 1&lt;/a>, but there’s still enough to go around to warrant a second release candidate for this maintenance cycle.&lt;/p>
&lt;p>Please consider &lt;a href="#support">supporting the project financially&lt;/a>, 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.&lt;/p>
&lt;p>&lt;a href="#downloads">Jump to the &lt;strong>Downloads&lt;/strong> section&lt;/a>, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the &lt;a href="https://editor.godotengine.org/releases/4.7.1.rc2/">&lt;strong>Web editor&lt;/strong>&lt;/a>, the &lt;a href="https://www.meta.com/s/6Ls6Bfa34">&lt;strong>XR editor&lt;/strong>&lt;/a>, or the &lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">&lt;strong>Android editor&lt;/strong>&lt;/a> for this release. If you are interested in the latter, please request to join &lt;a href="https://groups.google.com/g/godot-testers">our testing group&lt;/a> to get access to pre-release builds.&lt;/p>
&lt;hr />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/3857430/Interdimensional_Vending_Machine/?curator_clanid=41324400">&lt;strong>Interdimensional Vending Machine&lt;/strong>&lt;/a>, &lt;em>a psychological horror game where you play as a homeless girl in a distorted city, surviving off a vending machine whose contents reshape your fate. You can buy the game on &lt;a href="https://store.steampowered.com/app/3857430/Interdimensional_Vending_Machine/?curator_clanid=41324400">Steam&lt;/a> or try an older version for free on &lt;a href="https://neuroticfly.itch.io/interdimensional-vending-machine">itch.io&lt;/a>, and follow the developer on &lt;a href="https://neuroticfly.itch.io/">itch.io&lt;/a> and &lt;a href="https://www.youtube.com/@neuroticfly">YouTube&lt;/a>.&lt;/em>&lt;/p>
&lt;h2 id="highlights">Highlights&lt;/h2>
&lt;p>This section covers all changes made since &lt;a href="/article/release-candidate-godot-4-7-1-rc-1/">4.7.1 RC 1&lt;/a>, which are largely regression fixes:&lt;/p>
&lt;ul>
&lt;li>2D: Improve 2D editor dropping code (&lt;a href="https://github.com/godotengine/godot/pull/119418">GH-119418&lt;/a>).&lt;/li>
&lt;li>3D: Fix &lt;code class="language-plaintext highlighter-rouge">GridMap&lt;/code> editor cursor starting at the wrong position (&lt;a href="https://github.com/godotengine/godot/pull/120595">GH-120595&lt;/a>).&lt;/li>
&lt;li>Animation: Fix &lt;code class="language-plaintext highlighter-rouge">Abort on Reset&lt;/code> functionality in AnimationNodeOneShot (&lt;a href="https://github.com/godotengine/godot/pull/120478">GH-120478&lt;/a>).&lt;/li>
&lt;li>Core: Cherry-picks for the 4.7 branch (future 4.7.1) - 3rd batch (&lt;a href="https://github.com/godotengine/godot/pull/120917">GH-120917&lt;/a>).&lt;/li>
&lt;li>Editor: Clean Up &lt;code class="language-plaintext highlighter-rouge">x&lt;/code> position calcuation of the &lt;code class="language-plaintext highlighter-rouge">AudioStream&lt;/code> filename in the Inspector (&lt;a href="https://github.com/godotengine/godot/pull/119995">GH-119995&lt;/a>).&lt;/li>
&lt;li>Editor: Fix &lt;code class="language-plaintext highlighter-rouge">.godot&lt;/code> file icon saturation in editor file dialogs (&lt;a href="https://github.com/godotengine/godot/pull/120376">GH-120376&lt;/a>).&lt;/li>
&lt;li>Editor: Fix crash in Project Settings when an autoload has been freed (&lt;a href="https://github.com/godotengine/godot/pull/120874">GH-120874&lt;/a>).&lt;/li>
&lt;li>Editor: Fix debugger call stack not selecting nodes in remote scene tree (&lt;a href="https://github.com/godotengine/godot/pull/94096">GH-94096&lt;/a>).&lt;/li>
&lt;li>Editor: Fix incorrect non-unique resource indicator (&lt;a href="https://github.com/godotengine/godot/pull/120886">GH-120886&lt;/a>).&lt;/li>
&lt;li>Editor: Fix ownership issues when pasting as replacement (&lt;a href="https://github.com/godotengine/godot/pull/119790">GH-119790&lt;/a>).&lt;/li>
&lt;li>Editor: Fix possible freeze when running project with floating script editor (&lt;a href="https://github.com/godotengine/godot/pull/119614">GH-119614&lt;/a>).&lt;/li>
&lt;li>Editor: Fix scene not requesting save for &lt;code class="language-plaintext highlighter-rouge">Load as Placeholder&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/120823">GH-120823&lt;/a>).&lt;/li>
&lt;li>Editor: Fix scene tab titles not updating on language change (&lt;a href="https://github.com/godotengine/godot/pull/120554">GH-120554&lt;/a>).&lt;/li>
&lt;li>Editor: Guard against non-main-thread emission of EditorFileSystem changed signal (&lt;a href="https://github.com/godotengine/godot/pull/115083">GH-115083&lt;/a>).&lt;/li>
&lt;li>Editor: Make Instant Preview work for first selection after being enabled (&lt;a href="https://github.com/godotengine/godot/pull/116651">GH-116651&lt;/a>).&lt;/li>
&lt;li>Export: Fix incorrect per-instance shader parameters when exporting in headless mode (&lt;a href="https://github.com/godotengine/godot/pull/120794">GH-120794&lt;/a>).&lt;/li>
&lt;li>GUI: Add empty icons for file dialog menu to the default theme (&lt;a href="https://github.com/godotengine/godot/pull/120449">GH-120449&lt;/a>).&lt;/li>
&lt;li>GUI: Don’t automatically open virtual keyboard when popup menu shows (&lt;a href="https://github.com/godotengine/godot/pull/120768">GH-120768&lt;/a>).&lt;/li>
&lt;li>GUI: Range: Don’t use min for snap offset when it’s too big (&lt;a href="https://github.com/godotengine/godot/pull/113380">GH-113380&lt;/a>).&lt;/li>
&lt;li>GUI: Set SpinBox’s internal node’s &lt;code class="language-plaintext highlighter-rouge">use_parent_material&lt;/code> to true (&lt;a href="https://github.com/godotengine/godot/pull/120714">GH-120714&lt;/a>).&lt;/li>
&lt;li>Import: Fix extracting materials without a per-material override (&lt;a href="https://github.com/godotengine/godot/pull/120870">GH-120870&lt;/a>).&lt;/li>
&lt;li>Import: GLTF: Use p_state parameter directly (&lt;a href="https://github.com/godotengine/godot/pull/119071">GH-119071&lt;/a>).&lt;/li>
&lt;li>Network: mbedtls: Update to 3.6.7 (&lt;a href="https://github.com/godotengine/godot/pull/121055">GH-121055&lt;/a>).&lt;/li>
&lt;li>Physics: Fix crash when assigning more than 2047 MiB to Jolt temp buffer (&lt;a href="https://github.com/godotengine/godot/pull/120895">GH-120895&lt;/a>).&lt;/li>
&lt;li>Physics: Fix crash when clicking via the Game view API created collisions (&lt;a href="https://github.com/godotengine/godot/pull/120826">GH-120826&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix &lt;code class="language-plaintext highlighter-rouge">hint_default_transparent&lt;/code> used with &lt;code class="language-plaintext highlighter-rouge">sampler2DArray&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/120433">GH-120433&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix orthographic camera directional shadow culling (&lt;a href="https://github.com/godotengine/godot/pull/120711">GH-120711&lt;/a>).&lt;/li>
&lt;li>Tests: Crypto: Add sign/verify and encrypt/decrypt tests (&lt;a href="https://github.com/godotengine/godot/pull/120903">GH-120903&lt;/a>).&lt;/li>
&lt;li>Tests: Crypto: Add tests for AESContext (&lt;a href="https://github.com/godotengine/godot/pull/120847">GH-120847&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>&lt;strong>24 contributors&lt;/strong> submitted &lt;strong>29 improvements&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.7.1-rc2">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since &lt;a href="/article/release-candidate-godot-4-7-1-rc-1/">4.7.1 RC 1&lt;/a>. You can also review &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.7.1">all changes included in 4.7.1&lt;/a> compared to the previous &lt;a href="/releases/4.7/">4.7 feature release&lt;/a>.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/d6096250e5d7dbc5850de5bfb415edaee3a4595e">&lt;code class="language-plaintext highlighter-rouge">d6096250e&lt;/code>&lt;/a>.&lt;/p>
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&lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
&lt;p>&lt;strong>.NET build&lt;/strong> (marked as &lt;code class="language-plaintext highlighter-rouge">mono&lt;/code>) includes support for C#, as well as GDScript and GDExtension.&lt;/p>
&lt;div class="card card-warning">
&lt;p>
While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition &lt;strong>a pre-release piece of software&lt;/strong>. 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.
&lt;/p>
&lt;/div>
&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>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 &lt;a href="https://github.com/orgs/godotengine/projects/61">list of regressions and significant issues&lt;/a> which we aim to address before releasing 4.7.1. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the RC snapshots.&lt;/p>
&lt;p>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 &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug">known bugs&lt;/a>.&lt;/p>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If you’d like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a>.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/release-candidate-godot-4-7-1-rc-2/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Thu, 09 Jul 2026 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/release-candidate-godot-4-7-1-rc-2.jpg</image></item><item><title>Dev snapshot: Godot 4.8 dev 1</title><link>https://godotengine.org/article/dev-snapshot-godot-4-8-dev-1/</link><summary>The cycle begins anew</summary><description>&lt;p>It’s been just over two weeks since we saw the &lt;a href="/releases/4.7/">stable release of Godot 4.7&lt;/a>. In that time, we’ve been hard at working preparing for an upcoming maintenance release with our &lt;a href="/article/release-candidate-godot-4-7-1-rc-1.md">first 4.7.1 release candidate&lt;/a>, and laying a strong foundation for what will become Godot 4.8. Last week already highlighted the former, so we’re opening the week strong with the latter: our first Godot 4.8 development snapshot. Unlike last week, which was entirely focused on regressions and critical bugfixes, we’ll be spotlighting several new features and functionality you can get your hands on right now.&lt;/p>
&lt;p>As usual, safety precautions should be taken with any pre-release environment. While we prepare these snapshots with the intent to be suitable for general testing, there will always be a non-zero risk of data loss/corruption. Creating backups before hand and/or utilizing version control are strongly recommended!&lt;/p>
&lt;p>Please consider &lt;a href="#support">supporting the project financially&lt;/a>, 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.&lt;/p>
&lt;p>&lt;a href="#downloads">Jump to the &lt;strong>Downloads&lt;/strong> section&lt;/a>, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the &lt;a href="https://editor.godotengine.org/releases/4.8.dev1/">&lt;strong>Web editor&lt;/strong>&lt;/a>, the &lt;a href="https://www.meta.com/s/3yJ7i8kop">&lt;strong>XR editor&lt;/strong>&lt;/a>, or the &lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">&lt;strong>Android editor&lt;/strong>&lt;/a> for this release. If you are interested in the latter, please request to join &lt;a href="https://groups.google.com/g/godot-testers">our testing group&lt;/a> to get access to pre-release builds.&lt;/p>
&lt;hr />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/3278290/Feed_The_Pit/?curator_clanid=41324400">&lt;strong>Feed The Pit&lt;/strong>&lt;/a>, &lt;em>a story-driven, investigative horror game where you hunt down the wealthy in order to Feed The Pit. You can buy the game on &lt;a href="https://store.steampowered.com/app/3278290/Feed_The_Pit/?curator_clanid=41324400">Steam&lt;/a> or the &lt;a href="https://apps.apple.com/us/app/tr-49/id6754027574">iOS App Store&lt;/a>, and follow the developers on &lt;a href="https://www.youtube.com/@CuriousFoxSox">YouTube&lt;/a> and &lt;a href="https://curious-fox-sox.itch.io/">itch.io&lt;/a>.&lt;/em>&lt;/p>
&lt;h2 id="highlights">Highlights&lt;/h2>
&lt;h3 id="editor-docked-game-view-by-default-simplify-toolbar">Editor: Docked game view by default, simplify toolbar&lt;/h3>
&lt;p>One of the most exciting additions of the past few release cycles was undoubtably the ability to embed the game view within the editor. However, this feature might come as a surprise to many of you, as the default behavior since its inception has been a floating window. This was initially because not all desktop platforms had full support for this functionality, but we’ve since reached the point that all of our supported platforms can utilize it. As such, &lt;a href="https://github.com/YeldhamDev">Michael Alexsander&lt;/a> officially kickstarted this new default view in &lt;a href="https://github.com/godotengine/godot/pull/120736">GH-120736&lt;/a> for all projects moving forward.&lt;/p>
&lt;p>Pairing nicely with this new default setting is a new layout for the game view itself. Specifically: a toolbar overhaul. Because even if you &lt;em>were&lt;/em> aware of the docked view before, actually finding the embed options was a bit tricky, as quite a lot of the important information was obfuscated or otherwise obstructed. &lt;a href="https://github.com/jaydensipe">Jayden Sipe&lt;/a> spearheaded a brand new look for the toolbar in &lt;a href="https://github.com/godotengine/godot/pull/118664">GH-118664&lt;/a>, emphasizing usability and clarity compared to the prior implementation.&lt;/p>
&lt;table>
&lt;thead>
&lt;tr>
&lt;th>Old&lt;/th>
&lt;th>New&lt;/th>
&lt;/tr>
&lt;/thead>
&lt;tbody>
&lt;tr>
&lt;td>&lt;video autoplay="" loop="" muted="" playsinline="" title="Game embed toolbar: old">&lt;source src="/storage/blog/dev-snapshot-godot-4-8-dev-1/game-embed-old.mp4" type="video/mp4" />&lt;/video>&lt;/td>
&lt;td>&lt;video autoplay="" loop="" muted="" playsinline="" title="Game embed toolbar: new">&lt;source src="/storage/blog/dev-snapshot-godot-4-8-dev-1/game-embed-new.mp4" type="video/mp4" />&lt;/video>&lt;/td>
&lt;/tr>
&lt;/tbody>
&lt;/table>
&lt;div class="card card-info" style="margin-top: 1em;">
&lt;p>Docked game view is only enabled by default for new projects; existing projects will have to manually enable this by toggling this option on the updated game view:&lt;/p>
&lt;p>&lt;img src="/storage/blog/dev-snapshot-godot-4-8-dev-1/game-embed-toggle.webp" alt="Location of the editor embed toggle on the updated toolbar" />&lt;/p>
&lt;/div>
&lt;h3 id="editor-support-drag-toggle-visibility-in-scene-tree">Editor: Support drag-toggle visibility in scene tree&lt;/h3>
&lt;p>There’s a lot of editor goodies to cover today, and &lt;a href="https://github.com/mihe">Mikael Hermansson&lt;/a> keeps the ball rolling with &lt;a href="https://github.com/godotengine/godot/pull/118634">GH-118634&lt;/a>, adding the ability to drag-toggle visibility in the scene tree editor. Now when toggling the visibility of a given node, the newly toggled state can be applied to any subsequent nodes when dragging the mouse across them.&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="New drag-toggle visibility functionality showcase">
&lt;source src="/storage/blog/dev-snapshot-godot-4-8-dev-1/drag-toggle-visibility.mp4" type="video/mp4" />
&lt;/video>
&lt;h3 id="editor-allow-3d-viewports-to-override-gridmap-axis">Editor: Allow 3D viewports to override &lt;code class="language-plaintext highlighter-rouge">Gridmap&lt;/code> axis&lt;/h3>
&lt;p>Michael delivered some QOL to 3D viewports with &lt;a href="https://github.com/godotengine/godot/pull/117569">GH-117569&lt;/a>, enabling them to dynamically override the &lt;code class="language-plaintext highlighter-rouge">GridMap&lt;/code> editor axis. Through the new editor option “Allow Viewport Override” (enabled by default), hovering the mouse over a viewport set to a specific side will cause the currently edited axis to match that side.&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="`Gridmap` override showcased across multiple 3D viewports">
&lt;source src="/storage/blog/dev-snapshot-godot-4-8-dev-1/allow-viewport-override.mp4" type="video/mp4" />
&lt;/video>
&lt;h3 id="editor-pseudolocalization-preview">Editor: Pseudolocalization preview&lt;/h3>
&lt;p>We’ve talked about the importance of accessibility a lot in these blog posts, so it should be emphasized that internationalization goes hand-in-hand with those efforts. To that end: making a title more accessible to users across multiple languages can be streamlined significantly through the use of &lt;a href="https://docs.godotengine.org/en/stable/tutorials/i18n/pseudolocalization.html">pseudolocalization&lt;/a>. This simple toggle simulates changes that might take place during localization, allowing any issues that would come from that process to be recognized as early as possible in development.&lt;/p>
&lt;p>It then should come as no surprise that &lt;a href="https://github.com/KoBeWi">Tomasz Chabora&lt;/a>, the same user responsible for &lt;a href="/article/dev-snapshot-godot-4-5-dev-2/#changing-editor-language-without-restart">hot-swapping languages in the editor&lt;/a>, would seek to further expand the utility and awareness of this crucial functionality. Thanks to &lt;a href="https://github.com/godotengine/godot/pull/119443">GH-119443&lt;/a>, users are now able to access this functionality from within the editor itself. The hope is that this will not only make developers able to find these issues even earlier than before, but that it will also shine a spotlight on the feature as a whole.&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Pseudolocalization preview showcase within the editor">
&lt;source src="/storage/blog/dev-snapshot-godot-4-8-dev-1/pseudolocalization-preview.mp4" type="video/mp4" />
&lt;/video>
&lt;h3 id="gui-sticky-tree-items">GUI: Sticky tree items&lt;/h3>
&lt;p>One of the most common requests we’ve seen for improving &lt;code class="language-plaintext highlighter-rouge">Tree&lt;/code> functionality is the ability to support “sticky items”. That is: the ability for a given line to stick to the top if it represents a foldable region. &lt;a href="https://github.com/dugramen">Koliur Rahman&lt;/a> is no stranger to &lt;a href="https://github.com/godotengine/godot/pull/103257">integrating popular editor requests&lt;/a>, so it was only a matter of time before they delivered the desired functionality in &lt;a href="https://github.com/godotengine/godot/pull/115697">GH-115697&lt;/a>.&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Sticky tree support showcased across various items">
&lt;source src="/storage/blog/dev-snapshot-godot-4-8-dev-1/sticky-tree-items.mp4" type="video/mp4" />
&lt;/video>
&lt;div class="card card-warning" style="margin-top: 1em;">
&lt;p>Certain trees that have above-average nesting might have a net-negative experience with sticky headers. This will be given hard-coded exceptions in the meantime (see &lt;a href="https://github.com/godotengine/godot/pull/121000">GH-121000&lt;/a> for &lt;code class="language-plaintext highlighter-rouge">Skeleton3D&lt;/code>), as we investigate &lt;a href="https://github.com/godotengine/godot-proposals/issues/15136">configurable minimums&lt;/a>.&lt;/p>
&lt;/div>
&lt;h3 id="gui-textedit-and-codeedit-touch-support">GUI: &lt;code class="language-plaintext highlighter-rouge">TextEdit&lt;/code> and &lt;code class="language-plaintext highlighter-rouge">CodeEdit&lt;/code> touch support&lt;/h3>
&lt;p>We’ve given the standard desktop experience a lot of love this blogpost, so let’s pivot to something a bit more niche (for desktops): touch support. Given mobile devices represent some of our most prominent platforms, we seek to make the tactile experience of Godot first-rate wherever possible. To that end: &lt;a href="https://github.com/syntaxerror247">Anish Kumar&lt;/a> expanded the red-carpet treatment even further with &lt;a href="https://github.com/godotengine/godot/pull/119706">GH-119706&lt;/a>, bringing touch support to both &lt;code class="language-plaintext highlighter-rouge">TextEdit&lt;/code> and &lt;code class="language-plaintext highlighter-rouge">CodeEdit&lt;/code>. The new functionality is as follows:&lt;/p>
&lt;ul>
&lt;li>&lt;strong>Tap (press → release):&lt;/strong> Positions the cursor and opens the virtual keyboard.&lt;/li>
&lt;li>&lt;strong>Drag (press → drag → release):&lt;/strong> scrolls the text content, including inertial scrolling support.
&lt;ul>
&lt;li>This extends to the code completion popup, which previously could not be scrolled via touch input.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>&lt;strong>Text selection:&lt;/strong>
&lt;ul>
&lt;li>Double-tap selects a word.&lt;/li>
&lt;li>Double-tap, hold, and drag selects the portion you’re hovering over.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;/ul>
&lt;video autoplay="" loop="" muted="" playsinline="" title="`TextEdit` touch support showcased on a mobile interface">
&lt;source src="/storage/blog/dev-snapshot-godot-4-8-dev-1/textedit-touch-support.mp4" type="video/mp4" />
&lt;/video>
&lt;h3 id="core-fuzzysearch-and-fuzzysearchmatch">Core: &lt;code class="language-plaintext highlighter-rouge">FuzzySearch&lt;/code> and &lt;code class="language-plaintext highlighter-rouge">FuzzySearchMatch&lt;/code>&lt;/h3>
&lt;p>“Fuzzy searching” is the practice of a search result returning matches &lt;em>similar&lt;/em> to the passed query, rather than only returning an exact match. This functionality has actually been part of the core engine for nearly two years at this point, courtesy of first-time contributor &lt;a href="https://github.com/a-johnston">Adam Johnston&lt;/a> in &lt;a href="https://github.com/godotengine/godot/pull/98278">GH-98278&lt;/a>, in service of our quick open search. However, that’s where the functionality remained ever since, never actually being exposed to our binding API. But now, courtesy of now regular contributor Adam in &lt;a href="https://github.com/godotengine/godot/pull/107126">GH-107126&lt;/a>, this functionality is finally ready to roll for all users.&lt;/p>
&lt;div class="language-gdscript highlighter-rouge">&lt;div class="highlight">&lt;pre class="highlight">&lt;code>&lt;span class="k">var&lt;/span> &lt;span class="n">items&lt;/span> &lt;span class="p">:&lt;/span>&lt;span class="o">=&lt;/span> &lt;span class="p">[&lt;/span>&lt;span class="s2">"Potion of Healing"&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="s2">"Greater Health Potion"&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="s2">"Poison Vial"&lt;/span>&lt;span class="p">]&lt;/span>
&lt;span class="k">var&lt;/span> &lt;span class="n">fuzzy&lt;/span> &lt;span class="p">:&lt;/span>&lt;span class="o">=&lt;/span> &lt;span class="n">FuzzySearch&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">new&lt;/span>&lt;span class="p">()&lt;/span>
&lt;span class="k">for&lt;/span> &lt;span class="n">result&lt;/span> &lt;span class="ow">in&lt;/span> &lt;span class="n">fuzzy&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">search_all&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="s2">"health potion"&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">items&lt;/span>&lt;span class="p">):&lt;/span>
&lt;span class="c1"># Prints "Greater Health Potion", "Potion of Healing".&lt;/span>
&lt;span class="nb">print&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">result&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">target&lt;/span>&lt;span class="p">)&lt;/span>
&lt;/code>&lt;/pre>&lt;/div>&lt;/div>
&lt;h3 id="and-more">And more!&lt;/h3>
&lt;p>There are too many exciting changes to list them all here, but here’s a curated selection:&lt;/p>
&lt;ul>
&lt;li>3D: Add octant visualization to &lt;code class="language-plaintext highlighter-rouge">GridMap&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/118583">GH-118583&lt;/a>).&lt;/li>
&lt;li>Audio: Fix &lt;code class="language-plaintext highlighter-rouge">AudioStreamPlayer.get_playback_position()&lt;/code> with &lt;code class="language-plaintext highlighter-rouge">AudioStreamPlaylist&lt;/code> returns 0 regardless of start time (&lt;a href="https://github.com/godotengine/godot/pull/114867">GH-114867&lt;/a>).&lt;/li>
&lt;li>Editor: Add an option to run the project upgrade tool when updating to a new Godot version (&lt;a href="https://github.com/godotengine/godot/pull/119466">GH-119466&lt;/a>).&lt;/li>
&lt;li>Editor: Android: Update game menu bar to match desktop editor (&lt;a href="https://github.com/godotengine/godot/pull/119156">GH-119156&lt;/a>).&lt;/li>
&lt;li>Editor: Show enum integer values in inspector tooltips (&lt;a href="https://github.com/godotengine/godot/pull/102734">GH-102734&lt;/a>).&lt;/li>
&lt;li>Editor: Use VHS Circle as the default editor color picker shape (&lt;a href="https://github.com/godotengine/godot/pull/110615">GH-110615&lt;/a>).&lt;/li>
&lt;li>Export: Add Filter to Project Export → Options tab (&lt;a href="https://github.com/godotengine/godot/pull/118898">GH-118898&lt;/a>).&lt;/li>
&lt;li>Export: Add SPM support for Apple Embedded plugins (.gdip) (&lt;a href="https://github.com/godotengine/godot/pull/116939">GH-116939&lt;/a>).&lt;/li>
&lt;li>Input: Add support for joypad touchpads (&lt;a href="https://github.com/godotengine/godot/pull/111714">GH-111714&lt;/a>).&lt;/li>
&lt;li>Network: mbedTLS: Update to 4.1.0, PSA Crypto (&lt;a href="https://github.com/godotengine/godot/pull/120725">GH-120725&lt;/a>).&lt;/li>
&lt;li>Platforms: Implement &lt;code class="language-plaintext highlighter-rouge">OS::get_processor_name()&lt;/code> for Android (&lt;a href="https://github.com/godotengine/godot/pull/120896">GH-120896&lt;/a>).&lt;/li>
&lt;li>Rendering: Add support for ASTC 6x6 and high quality compression profiles (&lt;a href="https://github.com/godotengine/godot/pull/115003">GH-115003&lt;/a>).&lt;/li>
&lt;li>Shaders: GDShader: Add implicit conversion of &lt;code class="language-plaintext highlighter-rouge">bool&lt;/code> constants to &lt;code class="language-plaintext highlighter-rouge">float&lt;/code>, &lt;code class="language-plaintext highlighter-rouge">int&lt;/code>, and &lt;code class="language-plaintext highlighter-rouge">uint&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/120715">GH-120715&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>&lt;strong>135 contributors&lt;/strong> submitted &lt;strong>314 fixes&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.8-dev1">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since the &lt;a href="/releases/4.7/">4.7 feature release&lt;/a>.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/ebbf577a041d1ab8d7824b6f90e7d0575461ca45">&lt;code class="language-plaintext highlighter-rouge">ebbf577a0&lt;/code>&lt;/a>.&lt;/p>
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&lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
&lt;p>&lt;strong>.NET build&lt;/strong> (marked as &lt;code class="language-plaintext highlighter-rouge">mono&lt;/code>) includes support for C#, as well as GDScript and GDExtension.&lt;/p>
&lt;div class="card card-warning">
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While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition &lt;strong>a pre-release piece of software&lt;/strong>. 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.
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&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>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 &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug">known bugs&lt;/a>.&lt;/p>
&lt;ul>
&lt;li>There are currently no known issues introduced by this release.&lt;/li>
&lt;/ul>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If you’d like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a> platform managed by the &lt;a href="https://godot.foundation/">Godot Foundation&lt;/a>. There are also several &lt;a href="/donate">alternative ways to donate&lt;/a> which you may find more suitable.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/dev-snapshot-godot-4-8-dev-1/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Mon, 06 Jul 2026 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/dev-snapshot-godot-4-8-dev-1.jpg</image></item><item><title>Release candidate: Godot 4.7.1 RC 1</title><link>https://godotengine.org/article/release-candidate-godot-4-7-1-rc-1/</link><summary>The de-specialized edition of a cult classic!</summary><description>&lt;p>Ever since the release of &lt;a href="/releases/4.7/">Godot 4.7&lt;/a> just over a week ago, our team has been working nonstop in two critical areas: ensuring a strong initial development cycle for Godot 4.8, and polishing up the current stable release’s foundation for an upcoming maintenance release. We weren’t entirely sure which would end up coming to light first, but it’s now clear that the latter will be taking an early lead with our first 4.7.1 release candidate. We’d like to thank everyone who diligently reported on any showstopping bugs that weren’t present in Godot 4.6; your continued testing is making this process especially expedient!&lt;/p>
&lt;p>Please consider &lt;a href="#support">supporting the project financially&lt;/a>, 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.&lt;/p>
&lt;p>&lt;a href="#downloads">Jump to the &lt;strong>Downloads&lt;/strong> section&lt;/a>, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the &lt;a href="https://editor.godotengine.org/releases/4.7.1.rc1/">&lt;strong>Web editor&lt;/strong>&lt;/a>, the &lt;a href="https://www.meta.com/s/6Ls6Bfa34">&lt;strong>XR editor&lt;/strong>&lt;/a>, or the &lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">&lt;strong>Android editor&lt;/strong>&lt;/a> for this release. If you are interested in the latter, please request to join &lt;a href="https://groups.google.com/g/godot-testers">our testing group&lt;/a> to get access to pre-release builds.&lt;/p>
&lt;hr />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/3979330/nophenia/?curator_clanid=41324400">&lt;strong>nophenia&lt;/strong>&lt;/a>, &lt;em>an exploration game where you wander dream-like environments as a wolfgirl with dedicated sitting and howling inputs. You can buy the game on &lt;a href="https://store.steampowered.com/app/3979330/nophenia/?curator_clanid=41324400">Steam&lt;/a>, and follow the developer on &lt;a href="https://emiwa.itch.io/">itch.io&lt;/a> and &lt;a href="https://discord.gg/Wdskr62sHx">Discord&lt;/a>.&lt;/em>&lt;/p>
&lt;h2 id="highlights">Highlights&lt;/h2>
&lt;p>This section covers the most relevant changes made since the &lt;a href="/releases/4.7/">stable release&lt;/a>, which are largely regression fixes:&lt;/p>
&lt;ul>
&lt;li>Animation: Make animation folding access cfg only at save/load project time (&lt;a href="https://github.com/godotengine/godot/pull/120403">GH-120403&lt;/a>).&lt;/li>
&lt;li>GUI: Fix crash in &lt;code class="language-plaintext highlighter-rouge">Tree::_get_item_focus_rect&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/120538">GH-120538&lt;/a>).&lt;/li>
&lt;li>GUI: Fix scene tree drag-n-drop regression on touchscreens (&lt;a href="https://github.com/godotengine/godot/pull/120456">GH-120456&lt;/a>).&lt;/li>
&lt;li>GUI: Fix visual glitch with connections lines in &lt;code class="language-plaintext highlighter-rouge">GraphEdit&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/120488">GH-120488&lt;/a>).&lt;/li>
&lt;li>Input: Android: Fix EditorSettings not instantiated error when running game (&lt;a href="https://github.com/godotengine/godot/pull/120723">GH-120723&lt;/a>).&lt;/li>
&lt;li>Input: Fix backspace being unable to delete pre-existing text in any input field when using a soft keyboard on Android (&lt;a href="https://github.com/godotengine/godot/pull/119798">GH-119798&lt;/a>).&lt;/li>
&lt;li>Navigation: Fix navigation agents unconditionally getting added to avoidance simulation after pause resume (&lt;a href="https://github.com/godotengine/godot/pull/120249">GH-120249&lt;/a>).&lt;/li>
&lt;li>Network: Set inited=false on &lt;code class="language-plaintext highlighter-rouge">CookieContextMbedTLS::clear&lt;/code> to avoid accidental double destruction (&lt;a href="https://github.com/godotengine/godot/pull/120371">GH-120371&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix flickering lighting on mesh-instances with non-uniform scale (&lt;a href="https://github.com/godotengine/godot/pull/119784">GH-119784&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix previous transform getting remembered for 2 frames after the instance stops moving (&lt;a href="https://github.com/godotengine/godot/pull/119941">GH-119941&lt;/a>).&lt;/li>
&lt;li>Rendering: Seek past skipped shader variant payloads to avoid reading incorrect data (&lt;a href="https://github.com/godotengine/godot/pull/119792">GH-119792&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>&lt;strong>27 contributors&lt;/strong> submitted &lt;strong>41 improvements&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.7.1-rc1">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since the &lt;a href="/releases/4.7/">4.7 stable release&lt;/a>.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/17e2686e0127943a221143e8ef35972c9ab11188">&lt;code class="language-plaintext highlighter-rouge">17e2686e0&lt;/code>&lt;/a>.&lt;/p>
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&lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
&lt;p>&lt;strong>.NET build&lt;/strong> (marked as &lt;code class="language-plaintext highlighter-rouge">mono&lt;/code>) includes support for C#, as well as GDScript and GDExtension.&lt;/p>
&lt;div class="card card-warning">
&lt;p>
While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition &lt;strong>a pre-release piece of software&lt;/strong>. 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.
&lt;/p>
&lt;/div>
&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>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 &lt;a href="https://github.com/orgs/godotengine/projects/61">list of regressions and significant issues&lt;/a> which we aim to address before releasing 4.7.1. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the RC snapshots.&lt;/p>
&lt;p>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 &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug">known bugs&lt;/a>.&lt;/p>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If you’d like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a>.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/release-candidate-godot-4-7-1-rc-1/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Wed, 01 Jul 2026 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/release-candidate-godot-4-7-1-rc-1.jpg</image></item><item><title>Changes to our Contribution Policies</title><link>https://godotengine.org/article/contribution-policy-2026/</link><summary>Godot is growing fast, so here is how we are dealing with the huge increase in contributions.</summary><description>&lt;p>Over the last several years we have become overwhelmed by the large number of
code contributions (pull requests), especially those from new contributors.
The number of open PRs has become a meme in the community. In part, the number
of open PRs is a healthy sign that:&lt;/p>
&lt;ol>
&lt;li>People are interested in contributing to Godot and are willing to put in time to contribute,&lt;/li>
&lt;li>We are being cautious about feature creep,&lt;/li>
&lt;li>We are dedicated to high code quality.&lt;/li>
&lt;/ol>
&lt;p>But ultimately, a large part of the backlog comes from the fact that the number
of qualified reviewers is small, reviewing PRs is demanding, and we can’t keep up
with everything coming in.&lt;/p>
&lt;p>This problem is compounded by the recent increase in AI-generated contributions,
both by AI agents and by humans submitting AI-generated code. The amount of
effort required to make a PR has gone down (and number of PRs has increased as a
result), while the amount of work to review PRs and the amount of people
available to review has stayed the same. This reviewer shortage was already a
problem, but it was one that we successfully ignored. We can no longer ignore it.&lt;/p>
&lt;p>AI contributions have the added pain of being demoralizing. Reviewing PRs is
already tedious work, but it is rewarding because reviewers generally feel
that their efforts are contributing to educating a new contributor (who may
become a future maintainer/reviewer). If your feedback on PRs is just being
absorbed by a machine and not going towards mentoring a potential future
maintainer, it becomes much harder to justify spending your free time on PR
review.&lt;/p>
&lt;p>It is time for us to recognize that these problems aren’t going away and
therefore we need to take steps to reduce the burden on maintainers while
ensuring we still have a pipeline to mentor new contributors to become future
maintainers.&lt;/p>
&lt;p>Accordingly, we are in the process of updating our contribution policies,
including adding a stricter policy on AI contributions. The Foundation board
and maintainers have been discussing a new policy for several months. Our focus will be on:&lt;/p>
&lt;ul>
&lt;li>&lt;strong>Encouraging new contributors to become future maintainers, that involves teaching and growing the understanding of new contributors.&lt;/strong>
&lt;ul>
&lt;li>LLMs can’t learn from specific feedback and thus can’t benefit from maintainers providing feedback.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>&lt;strong>Ensuring all contributions are made by humans who can take responsibility for their code and be able and willing to fix it when needed.&lt;/strong>
&lt;ul>
&lt;li>AI cannot take responsibility, and we can’t trust heavy users of AI to understand their code enough to fix it.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>&lt;strong>Adding barriers to low-effort slop.&lt;/strong>
&lt;ul>
&lt;li>Unfortunately, this means we need to add barriers to contribution, but want to do it in a way that does not cut off our maintainer pipeline.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>&lt;strong>Increasing the incentive to review PRs.&lt;/strong>
&lt;ul>
&lt;li>PR review is the largest bottleneck in the engine right now. We need to ensure that people who choose to review PRs feel their time is well spent.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;/ul>
&lt;p>We will amend our &lt;a href="https://contributing.godotengine.org/en/latest/pull_requests/pull_request_guidelines.html">contributing
policy&lt;/a>
to include a prohibition on new features or significant
re-factoring from new contributors without explicit permission from maintainers.
This ensures that new contributors take the time to learn the codebase and
engage with maintainers to build trust by working on bug fixes and documentation
before diving into significant projects. We consider a new contributor to be
someone with 3 or fewer merged pull requests.&lt;/p>
&lt;p>Shortly we will also amend our contributing policy to align with the values described above. Our
amended policy will include that:&lt;/p>
&lt;ul>
&lt;li>&lt;strong>No autonomous AI agent use or vibe coding&lt;/strong>
&lt;ul>
&lt;li>This already leads to an auto-ban from our GitHub repository and will continue to do so.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>&lt;strong>No use of AI to generate substantial pieces of code&lt;/strong>
&lt;ul>
&lt;li>We require all code to be human authored. AI assistance should be limited to menial things (like code completion, regex, or find and replace).&lt;/li>
&lt;li>If you do use AI in some capacity to author code, you must disclose it in the PR discussion.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>&lt;strong>No AI-generated text in human-to-human communication&lt;/strong>
&lt;ul>
&lt;li>When our maintainers volunteer their time to review your issue, PR, or proposal, they do not want to talk to a machine. This is a basic principle of respect.&lt;/li>
&lt;li>Machine translations are still acceptable as long as the original content was written by a human.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>&lt;strong>All PRs must be reviewed and approved by a human before merging&lt;/strong>
&lt;ul>
&lt;li>This is the case already, but we will make it more explicit in our policy.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;/ul>
&lt;p>Things change every day with respect to the current suite of AI tools available.
We will continue taking a conservative approach in our policies towards them,
but we will re-evaluate as things evolve.&lt;/p></description><category>News</category><guid>https://godotengine.org/article/contribution-policy-2026/</guid><dc:creator>Godot Foundation</dc:creator><pubDate>Tue, 30 Jun 2026 18:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/contribution-policy-2026.jpg</image></item><item><title>Vision for the Engine</title><link>https://godotengine.org/article/godot-vision-statement-2026/</link><summary>The Godot Foundation formalizes its vision for the engine with a written statement</summary><description>&lt;p>&lt;a href="https://godot.foundation/policies-and-procedures/project-vision-statement">&lt;strong>Read the Godot project vision statement here.&lt;/strong>&lt;/a>&lt;/p>
&lt;p>When Godot was open sourced in 2014, the vision for the engine was held in the minds of the original creators: Juan Linietsky and Ariel Manzur.&lt;/p>
&lt;p>When they opened the engine up to public contribution, they were able to share the vision directly with new contributors who learned from them and became today’s maintainers. It wasn’t formalized as a written document at the time, but the result of a shared experience building, releasing, and maintaining the engine.&lt;/p>
&lt;p>However, Godot has grown rapidly over the last few years. The pool of contributors has grown as well and it is no longer feasible for new contributors to slowly learn the vision of the engine by chatting with the engine maintainers. Accordingly, the Board of the Godot Foundation has decided that it is finally time to write down a high-level statement of what our vision for the engine is so that it is easily accessible to all.&lt;/p>
&lt;p>The vision statement is intended to guide the Godot Foundation as we make decisions about where to allocate the Foundation’s resources. It is a useful tool for contributors and maintainers to understand how we set &lt;a href="https://godotengine.org/priorities/">priorities&lt;/a> and what areas of development will likely see an extra boost from Foundation staff. It is a good reference for users of the engine to understand what the Foundation and contributors work towards, and how it aligns with their own expectations for the engine.&lt;/p>
&lt;p>It is not intended to be used as a tool for evaluating specific changes to the engine or proposals. For that we already have comprehensive guidelines, in particular the &lt;a href="https://contributing.godotengine.org/en/latest/engine/guidelines/best_practices.html">Best Practices for Engine Contributors guide&lt;/a>.&lt;/p>
&lt;p>Importantly, this is not a change in direction from the last decade of development. This is a formalization of the vision that we have shared and developed since the beginning of the project, we just feel the need to write it down now.&lt;/p>
&lt;p>You can read the full statement here:&lt;/p>
&lt;p>&lt;a href="https://godot.foundation/policies-and-procedures/project-vision-statement">&lt;strong>Vision for the Godot Engine&lt;/strong>&lt;/a>&lt;/p></description><category>News</category><guid>https://godotengine.org/article/godot-vision-statement-2026/</guid><dc:creator>Godot Foundation</dc:creator><pubDate>Thu, 25 Jun 2026 15:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/godot-foundation-update-2024.webp</image></item><item><title>Godot 4.7 – Lights, Camera, Action!</title><link>https://godotengine.org/article/godot-4-7-lights-camera-action/</link><summary>Like a cult classic movie, Godot 4 has only gotten better with age. This brings us to Godot 4.7. With 3 years under its belt, the 4.7 _Director’s Cut_ offers colors of never-before-reached intensity.</summary><description/><category>Release</category><guid>https://godotengine.org/article/godot-4-7-lights-camera-action/</guid><dc:creator>Godot contributors</dc:creator><pubDate>Thu, 18 Jun 2026 13:00:00 +0000</pubDate><image>https://godotengine.org/storage/releases/4.7/images/preview_image.jpg</image></item><item><title>Release candidate: Godot 4.7 RC 3</title><link>https://godotengine.org/article/release-candidate-godot-4-7-rc-3/</link><summary>Critical regressions resolved!</summary><description>&lt;p>Thank you to everyone who has participated in the &lt;a href="https://en.wikipedia.org/wiki/Software_release_life_cycle#Release_candidate">release candidate&lt;/a> stages of Godot 4.7! As a result of widespread adoption and testing, we were able to unearth and squash a handful of critical regressions that very nearly got overlooked. So while we hope to have a stable version out sooner than later, these fixes alone warrant at least one more snapshot, for good measure.&lt;/p>
&lt;p>Please consider &lt;a href="#support">supporting the project financially&lt;/a>, 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.&lt;/p>
&lt;p>&lt;a href="#downloads">Jump to the &lt;strong>Downloads&lt;/strong> section&lt;/a>, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the &lt;a href="https://editor.godotengine.org/releases/4.7.rc3/">&lt;strong>Web editor&lt;/strong>&lt;/a>, the &lt;a href="https://www.meta.com/s/h9JcJGHfg">&lt;strong>XR editor&lt;/strong>&lt;/a>, or the &lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">&lt;strong>Android editor&lt;/strong>&lt;/a> for this release. If you are interested in the latter, please request to join &lt;a href="https://groups.google.com/g/godot-testers">our testing group&lt;/a> to get access to pre-release builds.&lt;/p>
&lt;hr />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/3833760/You_Know_The_Drill/?curator_clanid=41324400">&lt;strong>You Know The Drill&lt;/strong>&lt;/a>, &lt;em>an incremental mining game where you gather resources and delve deeper with an ever-upgrading drill. You can buy the game on &lt;a href="https://store.steampowered.com/app/3833760/You_Know_The_Drill/?curator_clanid=41324400">Steam&lt;/a> or try the demo on &lt;a href="https://ludokaidev.itch.io/you-know-the-drill">itch.io&lt;/a>, and follow the developer on &lt;a href="https://bsky.app/profile/ciirulean.bsky.social">Bluesky&lt;/a> and &lt;a href="https://ludokaidev.itch.io/">itch.io&lt;/a>.&lt;/em>&lt;/p>
&lt;h2 id="highlights">Highlights&lt;/h2>
&lt;p>We covered the most important highlights from Godot 4.7 in the previous &lt;a href="/article/dev-snapshot-godot-4-7-beta-1/">&lt;strong>4.7 beta 1 blog post&lt;/strong>&lt;/a>, so if you haven’t read that one, have a look to check out the main new features added in the 4.7 release.&lt;/p>
&lt;p>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.&lt;/p>
&lt;p>This section covers all changes made since the &lt;a href="/article/release-candidate-godot-4-7-rc-2/">RC 2 snapshot&lt;/a>, which are largely regression fixes:&lt;/p>
&lt;ul>
&lt;li>Animation: Fix stretch mode in &lt;code class="language-plaintext highlighter-rouge">custom_timeline&lt;/code> on &lt;code class="language-plaintext highlighter-rouge">AnimationNodeAnimation&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/120241">GH-120241&lt;/a>).&lt;/li>
&lt;li>Assetlib: Fix assets with license type of “Other” not showing up (&lt;a href="https://github.com/godotengine/godot/pull/120120">GH-120120&lt;/a>).&lt;/li>
&lt;li>Assetlib: Fix incorrect release order for items in the asset store (&lt;a href="https://github.com/godotengine/godot/pull/120239">GH-120239&lt;/a>).&lt;/li>
&lt;li>Assetlib: Fix some issues and crashes in the asset store (&lt;a href="https://github.com/godotengine/godot/pull/120164">GH-120164&lt;/a>).&lt;/li>
&lt;li>Assetlib: Improve version label visual in the asset dialog (&lt;a href="https://github.com/godotengine/godot/pull/119751">GH-119751&lt;/a>).&lt;/li>
&lt;li>Core: Revert “Fix a deadlock in WorkerThreadPool” (&lt;a href="https://github.com/godotengine/godot/pull/120250">GH-120250&lt;/a>).&lt;/li>
&lt;li>Documentation: Docs: Add platform support notes to window flags (&lt;a href="https://github.com/godotengine/godot/pull/120313">GH-120313&lt;/a>).&lt;/li>
&lt;li>Documentation: Document the expected format for the project settings override file (&lt;a href="https://github.com/godotengine/godot/pull/120252">GH-120252&lt;/a>).&lt;/li>
&lt;li>Documentation: Link to 3D lights and shadows tutorial in AreaLight3D class documentation (&lt;a href="https://github.com/godotengine/godot/pull/120198">GH-120198&lt;/a>).&lt;/li>
&lt;li>Documentation: Update Tree reference to explain new drop sections (&lt;a href="https://github.com/godotengine/godot/pull/120108">GH-120108&lt;/a>).&lt;/li>
&lt;li>Editor: EditorPropertyArray clipping fix (&lt;a href="https://github.com/godotengine/godot/pull/120261">GH-120261&lt;/a>).&lt;/li>
&lt;li>GUI: RTL: Do not add zero-width space to last line without content (&lt;a href="https://github.com/godotengine/godot/pull/120116">GH-120116&lt;/a>).&lt;/li>
&lt;li>GUI: RTL: Fix indent / list level not taken into account (&lt;a href="https://github.com/godotengine/godot/pull/120104">GH-120104&lt;/a>).&lt;/li>
&lt;li>Particles: Fix leftover particle data when updating particle buffers (&lt;a href="https://github.com/godotengine/godot/pull/119631">GH-119631&lt;/a>).&lt;/li>
&lt;li>Physics: Jolt: Fix gravity scale not updating when set from code (&lt;a href="https://github.com/godotengine/godot/pull/120258">GH-120258&lt;/a>).&lt;/li>
&lt;li>Physics: Jolt: Remove forced area event queuing during body exit (&lt;a href="https://github.com/godotengine/godot/pull/120243">GH-120243&lt;/a>).&lt;/li>
&lt;li>XR: Fix a crash when spatial entity marker trackers are detected (&lt;a href="https://github.com/godotengine/godot/pull/120300">GH-120300&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>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. &lt;strong>12 contributors&lt;/strong> submitted &lt;strong>17 fixes&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.7-rc3">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since &lt;a href="/article/release-candidate-godot-4-7-rc-2/">4.7 RC 2&lt;/a>. You can also review &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.7">all changes included in 4.7&lt;/a> compared to the previous &lt;a href="/releases/4.6/">4.6 feature release&lt;/a>.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/645638db91769059ed061450e6b348a7033d4225">&lt;code class="language-plaintext highlighter-rouge">645638db9&lt;/code>&lt;/a>.&lt;/p>
&lt;h2 id="downloads">Downloads&lt;/h2>
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&lt;div class="thankyou-wrapper" id="thank-you" style="display: none;">
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&lt;h2>Godot is downloading...&lt;/h2>
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&lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
&lt;p>&lt;strong>.NET build&lt;/strong> (marked as &lt;code class="language-plaintext highlighter-rouge">mono&lt;/code>) includes support for C#, as well as GDScript and GDExtension.&lt;/p>
&lt;div class="card card-warning">
&lt;p>
While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition &lt;strong>a pre-release piece of software&lt;/strong>. 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.
&lt;/p>
&lt;/div>
&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>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 &lt;a href="https://github.com/orgs/godotengine/projects/61">list of regressions and significant issues&lt;/a> 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.&lt;/p>
&lt;p>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 &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug">known bugs&lt;/a>.&lt;/p>
&lt;ul>
&lt;li>Adreno 660 devices running Vulkan have geometry errors when using &lt;code class="language-plaintext highlighter-rouge">LightmapGI&lt;/code> (&lt;a href="https://github.com/godotengine/godot/issues/120299">#120299&lt;/a>).&lt;/li>
&lt;li>Editor UI container layout breaks when Editor Scale is set below 1.0 (&lt;a href="https://github.com/godotengine/godot/issues/120272">#120272&lt;/a>).&lt;/li>
&lt;li>Large &lt;code class="language-plaintext highlighter-rouge">AreaLight3D&lt;/code>s don’t receive voxelGI global illumination for a portion of the light (&lt;a href="https://github.com/godotengine/godot/issues/120178">#120178&lt;/a>).&lt;/li>
&lt;li>Programmatically updating gravity vector currently fails (&lt;a href="https://github.com/godotengine/godot/issues/120279">#120279&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If you’d like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a> platform managed by the &lt;a href="https://godot.foundation/">Godot Foundation&lt;/a>. There are also several &lt;a href="/donate">alternative ways to donate&lt;/a> which you may find more suitable.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/release-candidate-godot-4-7-rc-3/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Mon, 15 Jun 2026 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/release-candidate-godot-4-7-rc-3.jpg</image></item><item><title>Release candidate: Godot 4.7 RC 2</title><link>https://godotengine.org/article/release-candidate-godot-4-7-rc-2/</link><summary>Last call to report critical regressions!</summary><description>&lt;p>This Monday featured the release of our first &lt;a href="https://en.wikipedia.org/wiki/Software_release_life_cycle#Release_candidate">Release Candidate&lt;/a> build of Godot 4.7. As a reminder: RC builds are when we &lt;em>believe&lt;/em> the engine has stabilized and is ready for release, so it’s the last chance to report critical regressions before the stable version drops.&lt;/p>
&lt;p>Today, we’re excited to produce our second snapshot, addressing a small handful of critical regressions that revealed themselves in that time. Unless reports of any show-stopping regressions come from the changes made in RC 1 or RC 2, a stable release is just around the corner.&lt;/p>
&lt;p>Please consider &lt;a href="#support">supporting the project financially&lt;/a>, 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.&lt;/p>
&lt;p>&lt;a href="#downloads">Jump to the &lt;strong>Downloads&lt;/strong> section&lt;/a>, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the &lt;a href="https://editor.godotengine.org/releases/4.7.rc2/">&lt;strong>Web editor&lt;/strong>&lt;/a>, the &lt;a href="https://www.meta.com/s/h9JcJGHfg">&lt;strong>XR editor&lt;/strong>&lt;/a>, or the &lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">&lt;strong>Android editor&lt;/strong>&lt;/a> for this release. If you are interested in the latter, please request to join &lt;a href="https://groups.google.com/g/godot-testers">our testing group&lt;/a> to get access to pre-release builds.&lt;/p>
&lt;hr />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/3618850/Pronoun_Palace/?curator_clanid=41324400">&lt;strong>Pronoun Palace&lt;/strong>&lt;/a>, &lt;em>a word-spelling roguelike set in a dystopian future where the government has taken your pronouns. You can buy the game on &lt;a href="https://store.steampowered.com/app/3618850/Pronoun_Palace/?curator_clanid=41324400">Steam&lt;/a>, and follow the developers on &lt;a href="https://bsky.app/profile/ciirulean.bsky.social">Bluesky&lt;/a>.&lt;/em>&lt;/p>
&lt;h2 id="highlights">Highlights&lt;/h2>
&lt;p>We covered the most important highlights from Godot 4.7 in the previous &lt;a href="/article/dev-snapshot-godot-4-7-beta-1/">&lt;strong>4.7 beta 1 blog post&lt;/strong>&lt;/a>, so if you haven’t read that one, have a look to check out the main new features added in the 4.7 release.&lt;/p>
&lt;p>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.&lt;/p>
&lt;p>This section covers all changes made since the &lt;a href="/article/release-candidate-godot-4-7-rc-1/">RC 1 snapshot&lt;/a>, which are largely regression fixes:&lt;/p>
&lt;ul>
&lt;li>2D: Fix first tile not being randomized (&lt;a href="https://github.com/godotengine/godot/pull/120085">GH-120085&lt;/a>).&lt;/li>
&lt;li>Animation: Add null check for &lt;code class="language-plaintext highlighter-rouge">root_animation_node&lt;/code> in AnimationTree (&lt;a href="https://github.com/godotengine/godot/pull/120106">GH-120106&lt;/a>).&lt;/li>
&lt;li>Buildsystem: Fix &lt;code class="language-plaintext highlighter-rouge">IndexError&lt;/code> caused by &lt;code class="language-plaintext highlighter-rouge">debug_tag_stack.pop()&lt;/code> with new error messages (&lt;a href="https://github.com/godotengine/godot/pull/119808">GH-119808&lt;/a>).&lt;/li>
&lt;li>Buildsystem: Fix download scripts and build in the MSYS2 environment (&lt;a href="https://github.com/godotengine/godot/pull/120007">GH-120007&lt;/a>).&lt;/li>
&lt;li>Core: Don’t flush the message queue before a MainLoop is iterating (&lt;a href="https://github.com/godotengine/godot/pull/120111">GH-120111&lt;/a>).&lt;/li>
&lt;li>Core: Fix a deadlock in WorkerThreadPool (&lt;a href="https://github.com/godotengine/godot/pull/120072">GH-120072&lt;/a>).&lt;/li>
&lt;li>Documentation: Link to Multiple Windows demo project in Window class documentation (&lt;a href="https://github.com/godotengine/godot/pull/120117">GH-120117&lt;/a>).&lt;/li>
&lt;li>Documentation: Use generic description for experimental flag on DrawableTexture2D methods (&lt;a href="https://github.com/godotengine/godot/pull/120092">GH-120092&lt;/a>).&lt;/li>
&lt;li>GUI: Editor: Fix &lt;code class="language-plaintext highlighter-rouge">SceneTreeEditor&lt;/code> drop (&lt;a href="https://github.com/godotengine/godot/pull/120102">GH-120102&lt;/a>).&lt;/li>
&lt;li>Thirdparty: Update D3D12 download script to use current release (&lt;a href="https://github.com/godotengine/godot/pull/120025">GH-120025&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>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. &lt;strong>7 contributors&lt;/strong> submitted &lt;strong>10 fixes&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.7-rc2">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since &lt;a href="/article/release-candidate-godot-4-7-rc-1/">4.7 RC 1&lt;/a>. You can also review &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.7">all changes included in 4.7&lt;/a> compared to the previous &lt;a href="/releases/4.6/">4.6 feature release&lt;/a>.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/3df26a02c446710c979daa541b74f87edeca81b0">&lt;code class="language-plaintext highlighter-rouge">3df26a02c&lt;/code>&lt;/a>.&lt;/p>
&lt;h2 id="downloads">Downloads&lt;/h2>
&lt;div class="card card-download">
&lt;a class="card-download-link" href="/download/archive/4.7-rc2">
Download Godot 4.7 rc2
&lt;/a>
&lt;div class="card-download-details">
&lt;img class="lightbox-ignore" src="/storage/blog/covers/release-candidate-godot-4-7-rc-2.jpg" />
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&lt;img width="24" height="24" src="/assets/images/platforms/linux.svg" title="Linux" alt="Linux" class="lightbox-ignore" />
Linux
&lt;/div>
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.NET
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.NET
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&lt;div class="thankyou-wrapper" id="thank-you" style="display: none;">
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&lt;h2>Godot is downloading...&lt;/h2>
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Godot exists thanks to donations from people like you. Help us continue our work:
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&lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
&lt;p>&lt;strong>.NET build&lt;/strong> (marked as &lt;code class="language-plaintext highlighter-rouge">mono&lt;/code>) includes support for C#, as well as GDScript and GDExtension.&lt;/p>
&lt;div class="card card-warning">
&lt;p>
While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition &lt;strong>a pre-release piece of software&lt;/strong>. 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.
&lt;/p>
&lt;/div>
&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>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 &lt;a href="https://github.com/orgs/godotengine/projects/61">list of regressions and significant issues&lt;/a> 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.&lt;/p>
&lt;p>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 &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug">known bugs&lt;/a>.&lt;/p>
&lt;ul>
&lt;li>&lt;code class="language-plaintext highlighter-rouge">GPUParticle3D&lt;/code> is broken until the scene is reloaded (&lt;a href="https://github.com/godotengine/godot/issues/120170">#120170&lt;/a>). A fix is already in progress with &lt;a href="https://github.com/godotengine/godot/pull/119631">#119631&lt;/a>.&lt;/li>
&lt;li>Setting body &lt;code class="language-plaintext highlighter-rouge">PROCESS_MODE_DISABLED&lt;/code> on &lt;code class="language-plaintext highlighter-rouge">body_entered&lt;/code> signal disables further collision detection (&lt;a href="https://github.com/godotengine/godot/issues/120193">#120193&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If you’d like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a> platform managed by the &lt;a href="https://godot.foundation/">Godot Foundation&lt;/a>. There are also several &lt;a href="/donate">alternative ways to donate&lt;/a> which you may find more suitable.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/release-candidate-godot-4-7-rc-2/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Thu, 11 Jun 2026 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/release-candidate-godot-4-7-rc-2.jpg</image></item><item><title>Release candidate: Godot 4.7 RC 1</title><link>https://godotengine.org/article/release-candidate-godot-4-7-rc-1/</link><summary>The end is in sight… Race ya there!</summary><description>&lt;p>We had a few false-starts along the way, but Godot 4.7 has at last reached the &lt;a href="https://en.wikipedia.org/wiki/Software_release_life_cycle#Release_candidate">Release Candidate&lt;/a> 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. &lt;a href="/article/hdr-output-arrives-in-godot-4-7/">HDR output support&lt;/a>, the &lt;a href="/article/introducing-the-godot-asset-store/">Godot Asset Store&lt;/a>, &lt;a href="/article/dev-snapshot-godot-4-7-dev-1/#rendering-drawabletexture">drawable textures&lt;/a>, &lt;a href="/article/dev-snapshot-godot-4-7-beta-1/#highlights">and more&lt;/a> are ready-to-roll in this bountiful update!&lt;/p>
&lt;p>This comes with our usual caveat for release candidate builds: we can only &lt;em>truly&lt;/em> 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 &lt;strong>strongly&lt;/strong> recommended, ideally with version control!&lt;/p>
&lt;p>Please consider &lt;a href="#support">supporting the project financially&lt;/a>, 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.&lt;/p>
&lt;p>&lt;a href="#downloads">Jump to the &lt;strong>Downloads&lt;/strong> section&lt;/a>, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the &lt;a href="https://editor.godotengine.org/releases/4.7.rc1/">&lt;strong>Web editor&lt;/strong>&lt;/a>, the &lt;a href="https://www.meta.com/s/h9JcJGHfg">&lt;strong>XR editor&lt;/strong>&lt;/a>, or the &lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">&lt;strong>Android editor&lt;/strong>&lt;/a> for this release. If you are interested in the latter, please request to join &lt;a href="https://groups.google.com/g/godot-testers">our testing group&lt;/a> to get access to pre-release builds.&lt;/p>
&lt;hr />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/4244510/Pratfall/?curator_clanid=41324400">&lt;strong>Pratfall&lt;/strong>&lt;/a>, &lt;em>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 &lt;a href="https://store.steampowered.com/app/4244510/Pratfall/?curator_clanid=41324400">Steam&lt;/a>, and follow the developers on &lt;a href="https://bsky.app/profile/quadhead.bsky.social">Bluesky&lt;/a>, &lt;a href="https://www.youtube.com/@quadhead">YouTube&lt;/a>, and &lt;a href="https://discord.com/invite/z43pGrjmsh">Discord&lt;/a>.&lt;/em>&lt;/p>
&lt;h2 id="highlights">Highlights&lt;/h2>
&lt;p>We covered the most important highlights from Godot 4.7 in the previous &lt;a href="/article/dev-snapshot-godot-4-7-beta-1/">&lt;strong>4.7 beta 1 blog post&lt;/strong>&lt;/a>, 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.&lt;/p>
&lt;p>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.&lt;/p>
&lt;p>This section covers all changes made since the &lt;a href="/article/dev-snapshot-godot-4-7-beta-5/">beta 5 snapshot&lt;/a>, which are largely regression fixes:&lt;/p>
&lt;ul>
&lt;li>3D: Fix trackball when use local space is enabled (&lt;a href="https://github.com/godotengine/godot/pull/120063">GH-120063&lt;/a>).&lt;/li>
&lt;li>Animation: Check blend weight for AnimationNode error &amp;amp; remove &lt;code class="language-plaintext highlighter-rouge">_validate_animation_graph()&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/120059">GH-120059&lt;/a>).&lt;/li>
&lt;li>Core: Fix ResourceLoader deadlocks (&lt;a href="https://github.com/godotengine/godot/pull/120077">GH-120077&lt;/a>).&lt;/li>
&lt;li>Core: Fix ZIPPacker creating empty directory entries (&lt;a href="https://github.com/godotengine/godot/pull/120069">GH-120069&lt;/a>).&lt;/li>
&lt;li>Documentation: Clarify performance impact of AreaLight3D nodes in the documentation (&lt;a href="https://github.com/godotengine/godot/pull/119983">GH-119983&lt;/a>).&lt;/li>
&lt;li>Documentation: Migrate GDScript design guidelines to the contributing docs (&lt;a href="https://github.com/godotengine/godot/pull/115820">GH-115820&lt;/a>).&lt;/li>
&lt;li>Editor: Android: Update download URL for GABE (&lt;a href="https://github.com/godotengine/godot/pull/120001">GH-120001&lt;/a>).&lt;/li>
&lt;li>Editor: Fix “Move Up/Down” editing foreign nodes (&lt;a href="https://github.com/godotengine/godot/pull/119910">GH-119910&lt;/a>).&lt;/li>
&lt;li>Editor: Wrap project titles (&lt;a href="https://github.com/godotengine/godot/pull/119999">GH-119999&lt;/a>).&lt;/li>
&lt;li>GDScript: Exclude &lt;code class="language-plaintext highlighter-rouge">globals&lt;/code> internal classes in the analyzer (&lt;a href="https://github.com/godotengine/godot/pull/120028">GH-120028&lt;/a>).&lt;/li>
&lt;li>GUI: Fix incorrect &lt;code class="language-plaintext highlighter-rouge">get_drop_section_at_position&lt;/code> results in Tree (&lt;a href="https://github.com/godotengine/godot/pull/119336">GH-119336&lt;/a>).&lt;/li>
&lt;li>Input: Disable navigation gizmo by default for Desktop platforms (&lt;a href="https://github.com/godotengine/godot/pull/120006">GH-120006&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix a deadlock in CanvasRenderRD (&lt;a href="https://github.com/godotengine/godot/pull/120071">GH-120071&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix area light atlas also destroying VoxelGI uniform sets (&lt;a href="https://github.com/godotengine/godot/pull/119997">GH-119997&lt;/a>).&lt;/li>
&lt;li>Rendering: Metal: Restrict residency set support to Apple6+ GPUs (&lt;a href="https://github.com/godotengine/godot/pull/119451">GH-119451&lt;/a>).&lt;/li>
&lt;li>Rendering: OpenGL: Fix vertex shader compilation error with &lt;code class="language-plaintext highlighter-rouge">EYE_OFFSET&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/119998">GH-119998&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>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. &lt;strong>16 contributors&lt;/strong> submitted &lt;strong>16 fixes&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.7-rc1">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since &lt;a href="/article/dev-snapshot-godot-4-7-beta-5/">4.7 beta 5&lt;/a>. You can also review &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.7">all changes included in 4.7&lt;/a> compared to the previous &lt;a href="/releases/4.6/">4.6 feature release&lt;/a>.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/a4f5e8cddf68487bdc358bc2ccf745d98363139b">&lt;code class="language-plaintext highlighter-rouge">a4f5e8cdd&lt;/code>&lt;/a>.&lt;/p>
&lt;h2 id="downloads">Downloads&lt;/h2>
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Download Godot 4.7 rc1
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Linux
&lt;/div>
&lt;a href="https://downloads.godotengine.org/?version=4.7&amp;amp;flavor=rc1&amp;amp;slug=linux.x86_64.zip&amp;amp;platform=linux.64" class="btn btn-download btn-download-primary platform-linux">
&lt;div class="download-title">
Standard
&lt;/div>
&lt;/a>
&lt;a href="https://downloads.godotengine.org/?version=4.7&amp;amp;flavor=rc1&amp;amp;slug=mono_linux_x86_64.zip&amp;amp;platform=linux.64" class="btn btn-download btn-download-primary btn-download-primary--mono platform-linux">
&lt;div class="download-title">
.NET
&lt;/div>
&lt;/a>
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Standard
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&lt;/a>
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.NET
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&lt;/a>
&lt;/div>
&lt;/div>
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&lt;a class="card-download-other" href="/download/archive/4.7-rc1">
Export templates and other downloads
&lt;/a>
&lt;a class="card-download-donate" href="https://fund.godotengine.org/">
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&lt;div class="thankyou-wrapper" id="thank-you" style="display: none;">
&lt;div class="thankyou">
&lt;h2>Godot is downloading...&lt;/h2>
&lt;p class="thankyou-donate">
Godot exists thanks to donations from people like you. Help us continue our work:
&lt;/p>
&lt;a href="https://fund.godotengine.org" class="btn btn-donate">
Make a Donation
&lt;/a>
&lt;div class="btn-close-thankyou-popup">
&lt;img src="/assets/icons/cross.svg" width="24" height="24" alt="Close this popup" class="lightbox-ignore" />
&lt;/div>
&lt;/div>
&lt;/div>
&lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
&lt;p>&lt;strong>.NET build&lt;/strong> (marked as &lt;code class="language-plaintext highlighter-rouge">mono&lt;/code>) includes support for C#, as well as GDScript and GDExtension.&lt;/p>
&lt;div class="card card-warning">
&lt;p>
While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition &lt;strong>a pre-release piece of software&lt;/strong>. 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.
&lt;/p>
&lt;/div>
&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>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 &lt;a href="https://github.com/orgs/godotengine/projects/61">list of regressions and significant issues&lt;/a> 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.&lt;/p>
&lt;p>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 &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug">known bugs&lt;/a>.&lt;/p>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If you’d like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a> platform managed by the &lt;a href="https://godot.foundation/">Godot Foundation&lt;/a>. There are also several &lt;a href="/donate">alternative ways to donate&lt;/a> which you may find more suitable.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/release-candidate-godot-4-7-rc-1/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Mon, 08 Jun 2026 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/release-candidate-godot-4-7-rc-1.jpg</image></item><item><title>Dev snapshot: Godot 4.7 beta 5</title><link>https://godotengine.org/article/dev-snapshot-godot-4-7-beta-5/</link><summary>Lockeder and loadeder</summary><description>&lt;p>While we’re still confident in our overall stability at this time, a few changes made in the time since &lt;a href="/article/dev-snapshot-godot-4-7-beta-4/">4.7 beta 4&lt;/a> warrant further evaluation. As such, we’re doing one &lt;em>final&lt;/em> final development snapshot, Godot 4.7 beta 5, before we turn to the release candidate stage (for real this time).&lt;/p>
&lt;p>Please consider &lt;a href="#support">supporting the project financially&lt;/a>, 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.&lt;/p>
&lt;p>&lt;a href="#downloads">Jump to the &lt;strong>Downloads&lt;/strong> section&lt;/a>, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the &lt;a href="https://editor.godotengine.org/releases/4.7.beta5/">&lt;strong>Web editor&lt;/strong>&lt;/a>, the &lt;a href="https://www.meta.com/s/h9JcJGHfg">&lt;strong>XR editor&lt;/strong>&lt;/a>, or the &lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">&lt;strong>Android editor&lt;/strong>&lt;/a> for this release. If you are interested in the latter, please request to join &lt;a href="https://groups.google.com/g/godot-testers">our testing group&lt;/a> to get access to pre-release builds.&lt;/p>
&lt;hr />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://3denemy.itch.io/girlballs">&lt;strong>GIRLBALLS&lt;/strong>&lt;/a>, &lt;em>a girlball game where it’s good to be a ball. You can play the game for free on &lt;a href="https://3denemy.itch.io/girlballs">itch.io&lt;/a>, and follow the developers—&lt;a href="https://bsky.app/profile/eneme.itch.io">3denemy&lt;/a>, &lt;a href="https://bsky.app/profile/kitworldz.bsky.social">kit&lt;/a>, &lt;a href="https://bsky.app/profile/crayondev.ie">Crayon&lt;/a>, and &lt;a href="https://bsky.app/profile/wriks.motorcycles">wriks&lt;/a>—on Bluesky!&lt;/em>&lt;/p>
&lt;h2 id="highlights">Highlights&lt;/h2>
&lt;p>For an overview of what’s new overall in Godot 4.7, have a look at the highlights for &lt;a href="/article/dev-snapshot-godot-4-7-beta-1/">4.7 beta 1&lt;/a>, which cover a lot of the changes. This blog post only covers the changes between beta 4 and beta 5. This section covers the most relevant changes made since the beta 4 snapshot, which are largely regression fixes:&lt;/p>
&lt;ul>
&lt;li>2D: Fix &lt;code class="language-plaintext highlighter-rouge">Polygon2D&lt;/code> being culled against a stale AABB after editing vertices (&lt;a href="https://github.com/godotengine/godot/pull/119872">GH-119872&lt;/a>).&lt;/li>
&lt;li>2D: Fix drawable texture access before null check (&lt;a href="https://github.com/godotengine/godot/pull/119930">GH-119930&lt;/a>).&lt;/li>
&lt;li>Animation: Fix &lt;code class="language-plaintext highlighter-rouge">AnimationNode&lt;/code>’s branching by custom timeline usage (&lt;a href="https://github.com/godotengine/godot/pull/119980">GH-119980&lt;/a>).&lt;/li>
&lt;li>Animation: Fix empty animation menu in blend space editor (&lt;a href="https://github.com/godotengine/godot/pull/119964">GH-119964&lt;/a>).&lt;/li>
&lt;li>Animation: Make &lt;code class="language-plaintext highlighter-rouge">AnimationNodeAnimation&lt;/code>’s custom timeline processing logic compatible with &lt;code class="language-plaintext highlighter-rouge">AnimationMixer&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/119871">GH-119871&lt;/a>).&lt;/li>
&lt;li>Audio: Pulseaudio: Do not crash when getting latency when disconnected (&lt;a href="https://github.com/godotengine/godot/pull/119975">GH-119975&lt;/a>).&lt;/li>
&lt;li>Audio: Pulseaudio: Do not report the same message twice in a row (&lt;a href="https://github.com/godotengine/godot/pull/119977">GH-119977&lt;/a>).&lt;/li>
&lt;li>Editor: Enable &lt;code class="language-plaintext highlighter-rouge">touch_dragger&lt;/code> in &lt;code class="language-plaintext highlighter-rouge">ExportTemplateManager&lt;/code> on touchscreen devices (&lt;a href="https://github.com/godotengine/godot/pull/119890">GH-119890&lt;/a>).&lt;/li>
&lt;li>Editor: Fix “Change Type” ignoring non-top-level nodes and editing foreign nodes (&lt;a href="https://github.com/godotengine/godot/pull/119909">GH-119909&lt;/a>).&lt;/li>
&lt;li>Editor: Fix “Open Documentation” ignoring non-top-level nodes (&lt;a href="https://github.com/godotengine/godot/pull/119908">GH-119908&lt;/a>).&lt;/li>
&lt;li>Editor: Prevent crash when detaching freed debugger (&lt;a href="https://github.com/godotengine/godot/pull/119992">GH-119992&lt;/a>).&lt;/li>
&lt;li>GDScript: Move stack cleanup after resumed coroutine completion (&lt;a href="https://github.com/godotengine/godot/pull/119755">GH-119755&lt;/a>).&lt;/li>
&lt;li>GUI: Fix EditorSpinSlider not showing tooltips (&lt;a href="https://github.com/godotengine/godot/pull/119950">GH-119950&lt;/a>).&lt;/li>
&lt;li>GUI: Properly update shader text syntax highlighting (for disabled regions) (&lt;a href="https://github.com/godotengine/godot/pull/119968">GH-119968&lt;/a>).&lt;/li>
&lt;li>I18n: Improve some strings in ScenePaint2DEditor (&lt;a href="https://github.com/godotengine/godot/pull/119880">GH-119880&lt;/a>).&lt;/li>
&lt;li>Physics: Jolt: Change ConeTwistJoint3D to use cone shaped limits (&lt;a href="https://github.com/godotengine/godot/pull/119982">GH-119982&lt;/a>).&lt;/li>
&lt;li>Plugin: Fix &lt;code class="language-plaintext highlighter-rouge">EditorPlugin::remove_control_from_docks&lt;/code> freeing passed control (&lt;a href="https://github.com/godotengine/godot/pull/117337">GH-117337&lt;/a>).&lt;/li>
&lt;li>Rendering: Don’t use CreateCommandList1 on D3D12 (&lt;a href="https://github.com/godotengine/godot/pull/119971">GH-119971&lt;/a>).&lt;/li>
&lt;li>Rendering: Put area light cluster iterations behind a spec constant (&lt;a href="https://github.com/godotengine/godot/pull/119970">GH-119970&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>&lt;strong>20 contributors&lt;/strong> submitted &lt;strong>32 fixes&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.7-beta5">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since &lt;a href="/article/dev-snapshot-godot-4-7-beta-4/">4.7 beta 4&lt;/a>. You can also review &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.7">all changes included in 4.7&lt;/a> compared to the previous &lt;a href="/releases/4.6/">4.6 feature release&lt;/a>.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/bbd3f43b57db5008539e87bd86ef9e3cc7a44a23">&lt;code class="language-plaintext highlighter-rouge">bbd3f43b5&lt;/code>&lt;/a>.&lt;/p>
&lt;h2 id="downloads">Downloads&lt;/h2>
&lt;div class="card card-download">
&lt;a class="card-download-link" href="/download/archive/4.7-beta5">
Download Godot 4.7 beta5
&lt;/a>
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Linux
&lt;/div>
&lt;a href="https://downloads.godotengine.org/?version=4.7&amp;amp;flavor=beta5&amp;amp;slug=linux.x86_64.zip&amp;amp;platform=linux.64" class="btn btn-download btn-download-primary platform-linux">
&lt;div class="download-title">
Standard
&lt;/div>
&lt;/a>
&lt;a href="https://downloads.godotengine.org/?version=4.7&amp;amp;flavor=beta5&amp;amp;slug=mono_linux_x86_64.zip&amp;amp;platform=linux.64" class="btn btn-download btn-download-primary btn-download-primary--mono platform-linux">
&lt;div class="download-title">
.NET
&lt;/div>
&lt;/a>
&lt;div class="download-platform platform-macos">
&lt;img width="24" height="24" src="/assets/images/platforms/macos.svg" title="macOS" alt="macOS" class="lightbox-ignore" />
macOS
&lt;/div>
&lt;a href="https://downloads.godotengine.org/?version=4.7&amp;amp;flavor=beta5&amp;amp;slug=macos.universal.zip&amp;amp;platform=macos.universal" class="btn btn-download btn-download-primary platform-macos">
&lt;div class="download-title">
Standard
&lt;/div>
&lt;/a>
&lt;a href="https://downloads.godotengine.org/?version=4.7&amp;amp;flavor=beta5&amp;amp;slug=mono_macos.universal.zip&amp;amp;platform=macos.universal" class="btn btn-download btn-download-primary btn-download-primary--mono platform-macos">
&lt;div class="download-title">
.NET
&lt;/div>
&lt;/a>
&lt;div class="download-platform platform-windows">
&lt;img width="24" height="24" src="/assets/images/platforms/windows.svg" title="Windows" alt="Windows" class="lightbox-ignore" />
Windows
&lt;/div>
&lt;a href="https://downloads.godotengine.org/?version=4.7&amp;amp;flavor=beta5&amp;amp;slug=win64.exe.zip&amp;amp;platform=windows.64" class="btn btn-download btn-download-primary platform-windows">
&lt;div class="download-title">
Standard
&lt;/div>
&lt;/a>
&lt;a href="https://downloads.godotengine.org/?version=4.7&amp;amp;flavor=beta5&amp;amp;slug=mono_win64.zip&amp;amp;platform=windows.64" class="btn btn-download btn-download-primary btn-download-primary--mono platform-windows">
&lt;div class="download-title">
.NET
&lt;/div>
&lt;/a>
&lt;/div>
&lt;/div>
&lt;div class="card-download-sublinks">
&lt;a class="card-download-other" href="/download/archive/4.7-beta5">
Export templates and other downloads
&lt;/a>
&lt;a class="card-download-donate" href="https://fund.godotengine.org/">
Make a Donation
&lt;/a>
&lt;/div>
&lt;/div>
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&lt;div class="thankyou-wrapper" id="thank-you" style="display: none;">
&lt;div class="thankyou">
&lt;h2>Godot is downloading...&lt;/h2>
&lt;p class="thankyou-donate">
Godot exists thanks to donations from people like you. Help us continue our work:
&lt;/p>
&lt;a href="https://fund.godotengine.org" class="btn btn-donate">
Make a Donation
&lt;/a>
&lt;div class="btn-close-thankyou-popup">
&lt;img src="/assets/icons/cross.svg" width="24" height="24" alt="Close this popup" class="lightbox-ignore" />
&lt;/div>
&lt;/div>
&lt;/div>
&lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
&lt;p>&lt;strong>.NET build&lt;/strong> (marked as &lt;code class="language-plaintext highlighter-rouge">mono&lt;/code>) includes support for C#, as well as GDScript and GDExtension.&lt;/p>
&lt;div class="card card-warning">
&lt;p>
While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition &lt;strong>a pre-release piece of software&lt;/strong>. 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.
&lt;/p>
&lt;/div>
&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>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 &lt;a href="https://github.com/orgs/godotengine/projects/61">list of regressions and significant issues&lt;/a> 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.&lt;/p>
&lt;p>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 &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug">known bugs&lt;/a>.&lt;/p>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If you’d like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a> platform managed by &lt;a href="https://godot.foundation/">Godot Foundation&lt;/a>. There are also several &lt;a href="/donate">alternative ways to donate&lt;/a> which you may find more suitable.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/dev-snapshot-godot-4-7-beta-5/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Wed, 03 Jun 2026 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/dev-snapshot-godot-4-7-beta-5.jpg</image></item><item><title>Creating games entirely on Android!</title><link>https://godotengine.org/article/gabe-stable-release/</link><summary>GABE brings full Gradle support to the Godot Android &amp; XR editor, so you can build and publish games entirely from your Android device or XR device.</summary><description>&lt;p>&lt;a href="https://godotengine.org/article/android_godot_editor_play_store_beta_release/">Since 2023&lt;/a>, Godot users could &lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">develop their games on Android&lt;/a>, but they still needed a PC to perform the final export. We began changing that in Godot 4.4 by adding support for &lt;a href="https://godotengine.org/releases/4.4/#android-editor-export-support">non-Gradle exports&lt;/a>. However, many features remained out of reach; if your project used Android plugins like &lt;a href="https://godot-sdk-integrations.github.io/godot-google-play-billing/">Google Play Billing&lt;/a> or required some Gradle export customizations, you were back to using a PC.&lt;/p>
&lt;p>&lt;a href="https://godotengine.org/releases/4.6/#section-platforms">In Godot 4.6&lt;/a>, we introduced a companion app for the Android editor with a simple goal: bring full Gradle support to mobile. While that early version made the editor “feature complete” on paper, it was still in alpha and wasn’t quite ready.&lt;/p>
&lt;p>Today, we’re happy to announce that GABE, the Godot Android Build Environment, is now stable and available on the &lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.godot_gradle_build_environment">Google Play Store&lt;/a> and &lt;a href="https://www.meta.com/experiences/gabe/26529365196759917/">Meta Horizon Store&lt;/a>.&lt;/p>
&lt;h2 id="what-is-gabe">What is GABE?&lt;/h2>
&lt;p>GABE stands for &lt;strong>G&lt;/strong>odot &lt;strong>A&lt;/strong>ndroid &lt;strong>B&lt;/strong>uild &lt;strong>E&lt;/strong>nvironment. And no, it has nothing to do with the other Gabe you are thinking about! :P&lt;/p>
&lt;p>This is a companion app for the Godot Editor on Android and XR devices which works in the background whenever you trigger a Gradle export. GABE handles downloading and managing all the build dependencies. After you grant it access to your project for the first time, it &lt;em>just works&lt;/em> for subsequent exports in the background.&lt;/p>
&lt;h2 id="what-gabe-brings-to-your-workflow">What GABE brings to your workflow&lt;/h2>
&lt;ul>
&lt;li>You can now generate &lt;strong>AAB&lt;/strong> files (Android App Bundles) and &lt;strong>APKs using Gradle&lt;/strong> directly on your Android device or XR device. You no longer need to move your project to a desktop just to get it ready for the Play Store or Horizon Store.
&lt;ul>
&lt;li>This also means that you can now create, develop, export, and publish a Godot game to any store using only an Android device or XR device.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>
&lt;p>If your project uses plugins like Google Play Billing or AdMob, you previously had to use a PC to export. Now, you can directly build your apps with plugin support.&lt;/p>
&lt;/li>
&lt;li>Since XR apps require Gradle for vendor-specific plugins and features, GABE enables you to build and deploy XR projects directly from within your headsets. (In case you missed it: Godot is officially available on &lt;a href="https://www.meta.com/experiences/godot-game-engine/7713660705416473/">Meta Quest&lt;/a> and &lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">Android XR&lt;/a> with an experimental build for PicoOS also available).&lt;/li>
&lt;/ul>
&lt;p>To sum it all up, with this release we are removing one of the major limitations of the Godot editor on Android and XR devices, the &lt;a href="https://godotengine.org/article/android_godot_editor_play_store_beta_release/#generating-android-apk-binaries">inability to generate Android binaries directly on device&lt;/a>. You now get the same export customizations and features set on your phone, tablet, or XR device that you’d expect on a desktop.&lt;/p>
&lt;h2 id="download">Download&lt;/h2>
&lt;p>You can download GABE from:&lt;/p>
&lt;ul>
&lt;li>&lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.godot_gradle_build_environment">Play Store&lt;/a>&lt;/li>
&lt;li>&lt;a href="https://www.meta.com/experiences/gabe/26529365196759917/">Horizon Store&lt;/a>&lt;/li>
&lt;li>&lt;a href="https://github.com/godotengine/android-editor-buildenv-app/releases/latest">GitHub Release page&lt;/a>&lt;/li>
&lt;/ul>
&lt;p>It’s been a long road to bring full build support to the Godot editor on Android and XR devices, and we are excited to see what you build &lt;em>entirely&lt;/em> on device!&lt;/p></description><category>Release</category><guid>https://godotengine.org/article/gabe-stable-release/</guid><dc:creator>Anish Kumar</dc:creator><pubDate>Tue, 02 Jun 2026 14:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/gabe-stable-release.jpg</image></item><item><title>Dev snapshot: Godot 4.7 beta 4</title><link>https://godotengine.org/article/dev-snapshot-godot-4-7-beta-4/</link><summary>Locked and loaded</summary><description>&lt;p>Our fourth, and likely final, development snapshot for Godot 4.7 has arrived: 4.7 beta 4! Being an iteration on the relatively-stable &lt;a href="/article/dev-snapshot-godot-4-7-beta-3/">4.7 beta 3&lt;/a>, it’s only a matter of time before the release candidate process begins, so join us for one last (probably) round-up in preparation.&lt;/p>
&lt;p>Please consider &lt;a href="#support">supporting the project financially&lt;/a>, 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.&lt;/p>
&lt;p>&lt;a href="#downloads">Jump to the &lt;strong>Downloads&lt;/strong> section&lt;/a>, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the &lt;a href="https://editor.godotengine.org/releases/4.7.beta4/">&lt;strong>Web editor&lt;/strong>&lt;/a>, the &lt;a href="https://www.meta.com/s/h9JcJGHfg">&lt;strong>XR editor&lt;/strong>&lt;/a>, or the &lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">&lt;strong>Android editor&lt;/strong>&lt;/a> for this release. If you are interested in the latter, please request to join &lt;a href="https://groups.google.com/g/godot-testers">our testing group&lt;/a> to get access to pre-release builds.&lt;/p>
&lt;hr />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/3784760/Elfie_A_Sand_Plan/?curator_clanid=41324400">&lt;strong>Elfie: A Sand Plan&lt;/strong>&lt;/a>, &lt;em>a puzzle game where you help a rotund elephant build sand castles. You can buy the game on &lt;a href="https://store.steampowered.com/app/3784760/Elfie_A_Sand_Plan/?curator_clanid=41324400">Steam&lt;/a>, and check out the developer on &lt;a href="https://bsky.app/profile/pressedelephant.com">Bluesky&lt;/a>, &lt;a href="https://pressedelephant.itch.io/">itch.io&lt;/a>, or &lt;a href="https://mastodon.gamedev.place/@SolsAtelier">Mastodon&lt;/a>!&lt;/em>&lt;/p>
&lt;h2 id="highlights">Highlights&lt;/h2>
&lt;p>For an overview of what’s new overall in Godot 4.7, have a look at the highlights for &lt;a href="/article/dev-snapshot-godot-4-7-beta-1/">4.7 beta 1&lt;/a>, which cover a lot of the changes. This blog post only covers the changes between beta 3 and beta 4. This section covers the most relevant changes made since the beta 3 snapshot, which are largely regression fixes:&lt;/p>
&lt;ul>
&lt;li>3D: Fix autosmooth behavior change caused by performance fix (&lt;a href="https://github.com/godotengine/godot/pull/119682">GH-119682&lt;/a>).&lt;/li>
&lt;li>Assetlib: Improve the look of the asset rating indicator (&lt;a href="https://github.com/godotengine/godot/pull/119635">GH-119635&lt;/a>).&lt;/li>
&lt;li>Assetlib: Improve the visual of the Asset Store’s page selector (&lt;a href="https://github.com/godotengine/godot/pull/119719">GH-119719&lt;/a>).&lt;/li>
&lt;li>Core: Fix &lt;code class="language-plaintext highlighter-rouge">ResourceLoader::load_threaded_get()&lt;/code> deadlocks (&lt;a href="https://github.com/godotengine/godot/pull/119757">GH-119757&lt;/a>).&lt;/li>
&lt;li>Editor: Change disabled “Paste” options to hidden (&lt;a href="https://github.com/godotengine/godot/pull/119717">GH-119717&lt;/a>).&lt;/li>
&lt;li>Editor: Fix editor scene tabs not updating properly on theme change (&lt;a href="https://github.com/godotengine/godot/pull/119721">GH-119721&lt;/a>).&lt;/li>
&lt;li>Editor: Make theme previews scale with the editor (&lt;a href="https://github.com/godotengine/godot/pull/119679">GH-119679&lt;/a>).&lt;/li>
&lt;li>Editor: Speed up &lt;code class="language-plaintext highlighter-rouge">_find_file&lt;/code> for case-insensitive file systems (&lt;a href="https://github.com/godotengine/godot/pull/116063">GH-116063&lt;/a>).&lt;/li>
&lt;li>GUI: Add property to auto adjust oversampling with canvas item scale (&lt;a href="https://github.com/godotengine/godot/pull/119692">GH-119692&lt;/a>).&lt;/li>
&lt;li>GUI: Fix issue in &lt;code class="language-plaintext highlighter-rouge">BoxContainer&lt;/code> that clipped children with non-integer minimum sizes (&lt;a href="https://github.com/godotengine/godot/pull/118488">GH-118488&lt;/a>).&lt;/li>
&lt;li>Import: Ensure that BPTC LayeredTexture images get compressed with same signedness (&lt;a href="https://github.com/godotengine/godot/pull/119598">GH-119598&lt;/a>).&lt;/li>
&lt;li>Import: VideoStreamPlaybackTheora: Uninitialize and print error if file has no video stream (&lt;a href="https://github.com/godotengine/godot/pull/119775">GH-119775&lt;/a>).&lt;/li>
&lt;li>Rendering: Disable ubershaders on problematic Adreno compiler versions (&lt;a href="https://github.com/godotengine/godot/pull/119639">GH-119639&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix &lt;code class="language-plaintext highlighter-rouge">MaterialStorage::material_set_shader&lt;/code> race condition (&lt;a href="https://github.com/godotengine/godot/pull/116203">GH-116203&lt;/a>).&lt;/li>
&lt;li>Shaders: Forbid using hint_screen_texture in unsupported shader types (&lt;a href="https://github.com/godotengine/godot/pull/119665">GH-119665&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>&lt;strong>38 contributors&lt;/strong> submitted &lt;strong>54 fixes&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.7-beta4">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since &lt;a href="/article/dev-snapshot-godot-4-7-beta-3/">4.7 beta 3&lt;/a>. You can also review &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.7">all changes included in 4.7&lt;/a> compared to the previous &lt;a href="/releases/4.6/">4.6 feature release&lt;/a>.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/dff2b9bb66a01d8c1a207531b0752405c7399124">&lt;code class="language-plaintext highlighter-rouge">dff2b9bb6&lt;/code>&lt;/a>.&lt;/p>
&lt;h2 id="downloads">Downloads&lt;/h2>
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&lt;a class="card-download-link" href="/download/archive/4.7-beta4">
Download Godot 4.7 beta4
&lt;/a>
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&lt;img width="24" height="24" src="/assets/images/platforms/linux.svg" title="Linux" alt="Linux" class="lightbox-ignore" />
Linux
&lt;/div>
&lt;a href="https://downloads.godotengine.org/?version=4.7&amp;amp;flavor=beta4&amp;amp;slug=linux.x86_64.zip&amp;amp;platform=linux.64" class="btn btn-download btn-download-primary platform-linux">
&lt;div class="download-title">
Standard
&lt;/div>
&lt;/a>
&lt;a href="https://downloads.godotengine.org/?version=4.7&amp;amp;flavor=beta4&amp;amp;slug=mono_linux_x86_64.zip&amp;amp;platform=linux.64" class="btn btn-download btn-download-primary btn-download-primary--mono platform-linux">
&lt;div class="download-title">
.NET
&lt;/div>
&lt;/a>
&lt;div class="download-platform platform-macos">
&lt;img width="24" height="24" src="/assets/images/platforms/macos.svg" title="macOS" alt="macOS" class="lightbox-ignore" />
macOS
&lt;/div>
&lt;a href="https://downloads.godotengine.org/?version=4.7&amp;amp;flavor=beta4&amp;amp;slug=macos.universal.zip&amp;amp;platform=macos.universal" class="btn btn-download btn-download-primary platform-macos">
&lt;div class="download-title">
Standard
&lt;/div>
&lt;/a>
&lt;a href="https://downloads.godotengine.org/?version=4.7&amp;amp;flavor=beta4&amp;amp;slug=mono_macos.universal.zip&amp;amp;platform=macos.universal" class="btn btn-download btn-download-primary btn-download-primary--mono platform-macos">
&lt;div class="download-title">
.NET
&lt;/div>
&lt;/a>
&lt;div class="download-platform platform-windows">
&lt;img width="24" height="24" src="/assets/images/platforms/windows.svg" title="Windows" alt="Windows" class="lightbox-ignore" />
Windows
&lt;/div>
&lt;a href="https://downloads.godotengine.org/?version=4.7&amp;amp;flavor=beta4&amp;amp;slug=win64.exe.zip&amp;amp;platform=windows.64" class="btn btn-download btn-download-primary platform-windows">
&lt;div class="download-title">
Standard
&lt;/div>
&lt;/a>
&lt;a href="https://downloads.godotengine.org/?version=4.7&amp;amp;flavor=beta4&amp;amp;slug=mono_win64.zip&amp;amp;platform=windows.64" class="btn btn-download btn-download-primary btn-download-primary--mono platform-windows">
&lt;div class="download-title">
.NET
&lt;/div>
&lt;/a>
&lt;/div>
&lt;/div>
&lt;div class="card-download-sublinks">
&lt;a class="card-download-other" href="/download/archive/4.7-beta4">
Export templates and other downloads
&lt;/a>
&lt;a class="card-download-donate" href="https://fund.godotengine.org/">
Make a Donation
&lt;/a>
&lt;/div>
&lt;/div>
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&lt;div class="thankyou-wrapper" id="thank-you" style="display: none;">
&lt;div class="thankyou">
&lt;h2>Godot is downloading...&lt;/h2>
&lt;p class="thankyou-donate">
Godot exists thanks to donations from people like you. Help us continue our work:
&lt;/p>
&lt;a href="https://fund.godotengine.org" class="btn btn-donate">
Make a Donation
&lt;/a>
&lt;div class="btn-close-thankyou-popup">
&lt;img src="/assets/icons/cross.svg" width="24" height="24" alt="Close this popup" class="lightbox-ignore" />
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&lt;/div>
&lt;/div>
&lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
&lt;p>&lt;strong>.NET build&lt;/strong> (marked as &lt;code class="language-plaintext highlighter-rouge">mono&lt;/code>) includes support for C#, as well as GDScript and GDExtension.&lt;/p>
&lt;div class="card card-warning">
&lt;p>
While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition &lt;strong>a pre-release piece of software&lt;/strong>. 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.
&lt;/p>
&lt;/div>
&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>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 &lt;a href="https://github.com/orgs/godotengine/projects/61">list of regressions and significant issues&lt;/a> 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.&lt;/p>
&lt;p>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 &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug">known bugs&lt;/a>.&lt;/p>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If you’d like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a> platform managed by &lt;a href="https://godot.foundation/">Godot Foundation&lt;/a>. There are also several &lt;a href="/donate">alternative ways to donate&lt;/a> which you may find more suitable.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/dev-snapshot-godot-4-7-beta-4/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Fri, 29 May 2026 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/dev-snapshot-godot-4-7-beta-4.jpg</image></item><item><title>Godot XR Community Game Jam V</title><link>https://godotengine.org/article/godot-xr-update-game-jam-v/</link><summary>Results of the 5th Godot XR Community Game Jam!</summary><description>&lt;p>The &lt;a href="https://itch.io/jam/godot-xr-game-jam-mar-2026">fifth Godot XR Community Game Jam&lt;/a> ran from 16 March 2026 until 23 March 2026.
We had 98 participants join, who submitted 23 games. Up from 90 participants and 21 games last jam. There is a definite improvement in the quality of the entries.&lt;/p>
&lt;p>The theme of this game jam was “Rewind”.&lt;/p>
&lt;p>Counting down the top 5:&lt;/p>
&lt;h2 id="no-5-screwthetime-by-evitrea">No 5. &lt;a href="https://itch.io/jam/godot-xr-game-jam-mar-2026/rate/4407534">ScrewTheTime by EviTRea&lt;/a>&lt;/h2>
&lt;p>This VR platformer has you take control of a character but also control of the flow of time. Rewind time to move platforms so your character can progress through the level.
A solid base for a game that has loads of potential.&lt;/p>
&lt;iframe width="560" height="315" style="width: 100%; height: 100%; aspect-ratio: 16/9;" src="https://www.youtube.com/embed/sJ-Ypb3cptE" title="ScrewTheTime" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="">&lt;/iframe>
&lt;h2 id="no-4-last-minute-by-cularo-games-rodzilla-siropfraisecitron-tilca-and-apolomusic">No 4. &lt;a href="https://itch.io/jam/godot-xr-game-jam-mar-2026/rate/4406743">Last Minute by Cularo Games, RodZilla, SiropFraiseCitron, Tilca, and Apolo.music&lt;/a>&lt;/h2>
&lt;p>A great take on the escape room genre where you need to play around with time in order to solve various puzzles.&lt;/p>
&lt;iframe width="560" height="315" style="width: 100%; height: 100%; aspect-ratio: 16/9;" src="https://www.youtube.com/embed/kMU8h2p1vWs" title="Last Minute" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="">&lt;/iframe>
&lt;h2 id="no-3-neurocorp-training-demo-by-surrebraldesigns">No 3. &lt;a href="https://itch.io/jam/godot-xr-game-jam-mar-2026/rate/4409496">NeuroCorp Training Demo by SurrebralDesigns&lt;/a>&lt;/h2>
&lt;p>This incredibly detailed entry has you examine scenes from the past. Only one level was completed but it showcased the idea very well. You get teleported into an immersive recording of a past event where you can scrub through time in order to complete various tasks.&lt;/p>
&lt;iframe width="560" height="315" style="width: 100%; height: 100%; aspect-ratio: 16/9;" src="https://www.youtube.com/embed/iYO10Y77Dn0" title="NeuroCorp Training Demo" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="">&lt;/iframe>
&lt;h2 id="no-2-chrono-crank-by-copper-tunic-leoscavesoul-allen-dawodu-and-celyk">No 2. &lt;a href="https://itch.io/jam/godot-xr-game-jam-mar-2026/rate/4402255">Chrono Crank by Copper Tunic, LeoscaveSoul, Allen Dawodu, and Celyk&lt;/a>&lt;/h2>
&lt;p>Arguably the most visually stunning entry of the jam, this steampunk-styled game has you take control of time through a huge handheld device with a crank. As you spin the crank, you move time backwards and forwards. In this way you can control various events in the game. The trick is to line up events to prevent catastrophe.&lt;/p>
&lt;iframe width="560" height="315" style="width: 100%; height: 100%; aspect-ratio: 16/9;" src="https://www.youtube.com/embed/J9urRfjBDZg" title="Chrono Crank" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="">&lt;/iframe>
&lt;h2 id="no-1-rewind-tower-by-thatscooljack-atomicant-effiayre-and-pory">No 1. &lt;a href="https://itch.io/jam/godot-xr-game-jam-mar-2026/rate/4405300">Rewind Tower by Thatscooljack, AtomicAnt, Effiayre, and Pory&lt;/a>&lt;/h2>
&lt;p>The winner of this jam is a tower defence game with a twist. It has the usual elements you expect from tower defence games, where you need to purchase units and place them along a track that the enemy units will follow.
The first thing that stands out is the amazing tactility of the game. You use a coin-operated machine to purchase units, wind them up, then physically place them on the board.
In later levels where your units run out, you can pick them up again and rewind them so they continue in the battle.&lt;/p>
&lt;p>This is an absolute joy to play and we hope they build it out into a full-fledged game.&lt;/p>
&lt;iframe width="560" height="315" style="width: 100%; height: 100%; aspect-ratio: 16/9;" src="https://www.youtube.com/embed/aZpwhW8nMT4" title="Rewind Tower" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="">&lt;/iframe>
&lt;h2 id="xr-projects-to-watch">XR projects to watch&lt;/h2>
&lt;p>There were two entries in the XR Game Jam that twisted the rules but do deserve a spotlight.&lt;/p>
&lt;h3 id="skuarewave-by-skooter500">&lt;a href="https://skooter500.itch.io/skuarewave">SkuareWave by Skooter500&lt;/a>&lt;/h3>
&lt;p>This is a project by Dr Bryan Duggan from TU Dublin that he has been working on for several months. For the jam he added a rewind mechanic to it. The project itself is something worth trying out. It’s basically a huge virtual synthesiser where you can play music by moving your hands through a grid of cubes, each assigned an instrument and note.&lt;/p>
&lt;h3 id="open-saber-by-leandro-dreamer">&lt;a href="https://leandrodreamer.itch.io/open-saber">Open Saber by Leandro Dreamer&lt;/a>&lt;/h3>
&lt;p>Necrashter created an entry called Record Saber based on the Open Saber project, adding a rewind recording mechanic to this game for the jam.&lt;/p>
&lt;p>Those who have been following Godot’s XR development for a long time may remember Holger Dammertz (NeoSpark314) who was one of the core contributors helping bring Godot to the Quest 1. He built a Beat Saber inspired game called Beep Saber as a demonstration project to show how to build a game like this on Godot.&lt;/p>
&lt;p>In the past few months, Leandro Dreamer has taken upon itself to port this project to Godot 4 and greatly extend it. And so Open Saber VR was born.
As with Beep Saber, it is fully open source and serves as a great example of what Godot can do on standalone VR hardware.&lt;/p>
&lt;h2 id="godot-xr-community-game-jam-vi">Godot XR Community Game Jam VI&lt;/h2>
&lt;p>We’ve already started planning the next game jam which we’ve tentatively scheduled to start on the 21st of September 2026.&lt;/p></description><category>Progress Report</category><guid>https://godotengine.org/article/godot-xr-update-game-jam-v/</guid><dc:creator>Bastiaan Olij</dc:creator><pubDate>Thu, 28 May 2026 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/xr-gamejam-v-results-godot-xr-community.jpg</image></item></channel></rss>