// transmission.log

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> Intercepted signals from across the network — tech, engineering, and dispatches from the void.

1689 transmissions indexed — page 9 of 85

[ 2026 ]

20 entries
162|godotengine.org

Maintenance release: Godot 4.6.2

While the majority of our team continues to focus on development snapshots for Godot 4.7, we still have a commitment to maintenance releases for the latest stable version. Specifically, our release support policy promises active support until the successor’s first patch release, so there’s still room for yet more maintenance releases in the future. As for now, we’d like to thank everyone who took the time to evaluate and ratify our release candidates for Godot 4.6.2. 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. Please consider supporting the project financially, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project. Download Godot 4.6.2 now or try the online version of the Godot editor. { const thankYouWrapper = document.getElementById('thank-you'); // Close itself, when clicked outside of the popup area. thankYouWrapper.addEventListener('click', (e) => { if (e.target === thankYouWrapper) { thankYouWrapper.style.display = 'none'; } }); // Close with a close button. const thankYouBackButton = document.querySelector('.btn-close-thankyou-popup'); thankYouBackButton.addEventListener('click', () => { thankYouWrapper.style.display = 'none'; }); // Open from the main download buttons. const downloadButtons = document.querySelectorAll('.btn-download, .download-button'); downloadButtons.forEach((it) => { if (it.dataset?.external === "yes") { return; } it.addEventListener('click', () => { thankYouWrapper.style.display = ''; document.querySelector('.btn.btn-donate').focus(); }); }); // Open from the all downloads list. const downloadLinks = document.querySelectorAll('.download-link'); downloadLinks.forEach((it) => { it.addEventListener('click', () => { thankYouWrapper.style.display = ''; }); }); // Close the dialog when the user presses the escape key. document.addEventListener('keydown', (e) => { if (e.key === 'Escape') { thankYouWrapper.style.display = 'none'; } }); }); Godot is downloading... The cover illustration is from Bombun, a wholesome 3D platformer where you guide Bombun, a bomb-throwing bunny, on a mission to defend her floating fortress from a friend-turned-foe. You can buy the game on Steam, and follow the developer on Bluesky or itch.io. Changes 61 contributors submitted 122 fixes for this release. See our interactive changelog for the complete list of changes since the 4.6.1-stable release. 3D: Fix 3D focus selection for subgizmos (GH-116972). 3D: Fix DirectionalLight3D property list (GH-117189). Animation: Check playback_queue existance after emit animation_finished signal (GH-116676). Animation: Deselect bezier keyframes when switching animations (GH-116953). Animation: Fix timeline cursor following mouse during marker selection (GH-117634). Animation: Fix visual shift of animation editor keys during selection (GH-117290). Core: Fix String::split_ crash on empty string (GH-117353). Core: Fix editable children state when duplicating instantiated nodes (GH-117041). Core: RingBuffer: Fix T read() method reading empty buffer (GH-117388). Core: RingBuffer: Fix overreading on methods that take an offset as an argument (GH-117151). Editor: Fix build profile generator creating bogus profiles (GH-115410). Editor: Fix mute button after pausing and stopping (GH-116537). Editor: Fix theme item inspector tooltips for Window subclasses (GH-115245). Editor: Set accessibility name on Tree inline cell editor when editing (GH-117135). Editor: Stop autocomplete from eating words by default (GH-117464). Export: Android Editor: Copy keystore to temp file during export (GH-116161). GDExtension: Add missing GDVIRTUAL_BIND(_get_supported_extensions) on MovieWriter (GH-117479). GUI: Fix “Custom” anchor preset being ignored if the parent isn’t a Control (GH-117488). GUI: Fix RichTextLabel drag selection not working after double-click (GH-117201). GUI: TextEdit: Fix clipping of last character due to right margin rounding (GH-116850). GUI: TextServer: Ignore language of embedded object replacement spans when updating line breaks (GH-116197). Import: Blender attempts should be incremented to avoid endless loop (GH-116589). Physics: Jolt Physics: Make MoveKinematic more accurate when rotating a body by a very small angle (GH-115327). Physics: Jolt Physics: Rework how gravity is applied to dynamic bodies to prevent energy increase on elastic collisions (GH-115305). Physics: Jolt Physics: Swapping vertices of triangle if it is scaled inside out (GH-115089). Platforms: Android: Fix FileAccess crash when using treeUri in Gradle-built apps (GH-117131). Platforms: Fix macOS Steam time tracking lost when opening a project (GH-117335). Platforms: iOS: Add UIScene lifecycle events (GH-116395). Platforms: iOS: Propagate VC UI preferences to SwiftUI hosting controller (GH-116633). Platforms: macOS: Enable wake for events if Magnet is running (GH-116524). Platforms: Wayland: Improve mapping robustness and synchronization (GH-117385). Platforms: Windows: Set current driver when ANGLE init fails (GH-117253). Rendering: Apply fixed size properly for mono/stereo rendering (GH-115147). Rendering: Fix accidental write-combined memory reads in canvas renderer (GH-115757). Rendering: Fix Tangent decoding detection when computing vertex skinning (GH-117401). Rendering: Fix viewport debanding not working with spatial scalers (GH-114890). Rendering: macOS: Force ANGLE (GL over Metal) when running in VM (GH-117371). This release is built from commit 001aa128b. Known incompatibilities As of now, there are no known incompatibilities with the previous Godot 4.6.1 release. We encourage all users to upgrade to 4.6.2. If you experience any unexpected behavior change in your projects after upgrading to 4.6.2, please file an issue on GitHub. Bug reports As a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known. In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot). Support Godot is a non-profit, open-source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project! If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund. Donate now

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164|blog.unity.com

Games made with Unity: March 2026 in review

March is always a busy month in games between the Game Developer’s Conference, the Steam Spring Sale, and Steam Next Fest. In addition to hundreds of incredible Next Fest demos, we also saw the launch of many top-tier games, including Christoffer Bodegård’s narrative RPG Esoteric Ebb (read his guest blog here), Homura Hime from Crimson Dusk, and RACCOIN: Coin Pusher Roguelike from Doraccoon. And let’s not forget the indie developers who won big at the Independent Games Festival awards this year…2026 IGF awardsA round of applause for this year’s IGF finalists and winners, including the games made with Unity:Titanium Court, AP Thompson, Fellow Traveler (Seumas McNally Grand Prize, Excellence in Design)Baby Steps, Gabe Cuzzillo, Maxi Boch, Bennett Foddy, Devolver Digital (Excellence in Audio)Eclipsium, Housefire, CRITICAL REFLEX (Excellence in Visual Art)HORSES, Andrea Lucco Borlera, Santa Ragione (Nuovo Award)Made with Unity Steam Curator PageBe sure to stay up to date with the latest Unity creations on Steam by checking out our Steam Curator page.Games made with Unity: March 2026Want your next game to be included in our release round-up? Be sure to submit your project.Without further ado, to the best of our abilities, here’s a non-exhaustive list of games made with Unity and launched in March 2026, either into early access or full release. Add to the list by sharing any that you think we missed.ActionOver the Top: WWI, Flying Squirrel Entertainment (March 6)AI LIMIT - Eirene's Furnace of War, Sense Games (March 27)RUSHING BEAT X: Return Of Brawl Brothers, CITY CONNECTION (March 19)Subsequence, Zoemi Games (March 13)Vellum: Raid Night Study Hall, Alvios Games (March 9)Cargo Hunters, Order of Meta (March 9 – early access)Mirage 7, Drakkar Dev (March 6)Banquet for Fools, Hannah and Joseph Games (March 5)Genome Guardian 2, Alpherior (March 5 – early access)Homura Hime, Crimson Dusk (March 4)Bullet Heaven / Bullet HellRoyal Revolt Survivors, Team Warriors, (March 16)Net.Attack() - Code or Die!, ByteRockers' Games (March 12)Mech Fortress, Some Sugar Studio (March 5)Chickenauts, SneakyBox, Kautki Cave (March 3 – early access)Cards, dice, and deckbuildersBLOODLETTER, ALDAMAMI GAMES (March 30 – early access)Rabbit Samurai, Zerterek (March 28)Deckland, JellySnow Studio (March 22 – early access)Heroes of Magic & Cards, First Day Entertainment Inc. (March 19)Shuffles 'n Scuffles, Sour Circuit Studios (March 13)Runeborn, iDream Interactive (March 10)Wireworks, JJJ (March 9)Card Corner, Conradical Games (March 9)Casual, rhythm, and partyLost and Found Co., Bit Egg Inc. (March 6)PUMP IT UP RISE, ANDAMIRO (March 30)Keep on Mining! - Worlds, EagleEye Games (March 30)The Wide Open Sky is Running out of Catfish, ZIPITI Games (March 27)GRIDbeat!, Ridiculous Games (March 26)Roombattle, Dust Games (March 25)Scritchy Scratchy, Lunch Money Games (March 18)Foodslingers, Ardent Games (March 18)Timber Rush, Allerton Apps (March 17)Piece by Piece, Gamkat (March 11)The Artifactory, Berries Studios (March 10)Desktop Raid, Lee_Studio (March 9)Sashimi Slayer, Shrimp Fried Rice Games (March 6)Gnaughty Gnomes, SandCastles Studio (March 3)PROJEKT GODHAND, Anarch Entertainment (March 3)City and colony builderTimberborn, Mechanistry (March 12)Nova Roma, Lion Shield (March 26 – early access)Going Medieval, Foxy Voxel (March 17)Bubblegum Galaxy, Smarto Club (March 11)Humanica, PanfachDev (March 3 – early access)ComedyFROGGONIT, Fuz Games (March 6)In My Bubble •°, Juicy House, Jungle Game Lab (February 5)YAPYAP, Maison Bap (February 3)Pie in the Sky, Monster Shop Games (February 2)Experimental or surrealistENA: Dream BBQ, ENA Team (March 27)Extreme Evolution: Drive to Divinity, Sam Atlas (January 16)NIDANA, lvl374 (July 28)ExplorationA Completely Fictional Story About a City Inside a Whale, In404, akinat0 (March 27)Eternal Afternoon, Alex Klexber (March 3)Whisper of the Swallows, Blown Leaves (January 29 – early access)Super Chipflake Ü: Quest for the Uncooked Schnitzel, SalsaShark Studios (January 24)Cozy Caravan, 5 Lives Studios (January 8)FPSPOLY IMPULSE, Dani Bedmar, Moromon (March 18)Tower Tag, Steinfatt GmbH (March 13)Galactic Vault, MeepMeep Games (March 10)HorrorGHOST CAM, Arch Rebels (March 13)Paragnosia: Museum, Sine Code (March 30)The Scourge | Tai Ương, Rare Reversee (March 28)BUTLER GUILLOTINE, GOODBYE STATIC (March 27)Project Songbird, FYRE GAMES, Conner Rush (March 26)Darkwater, Targon Studios (March 26)No Vacation for an Executioner, JayO (March 23)Seen Before, DepthinVision (March 12)Crabmeat, Nicholas McDonnell, Mitchell Pasmans (March 10)Pink Noise, Somber Games (March 6 – early access)Management and automationITER-8, fluckyMachine, FireShrine Games (March 9)CFS (Chinese Football Simulator), 悟空实验室 (March 12)Angel Engine, HMS Studios, Black Lantern Collective (March 6)MetroidvaniaSolateria, Studio Doodal (March 12)Face the Immortal, DY (March 19 – early access)Fallen Tear: The Ascension, Winter Crew Studios (March 17 – early access)Narrative and mysteryThe Ratline, Owlskip Games (March 17)S4U: CITYPUNK 2011 AND LOVE PUNCH, U0U Games (January 8)Cat Detective Albert Wilde, beyondthosehills (January 24)Urban Myth Dissolution Center, Hakababunko (February 12)Weirdo, CASCHA GAMES (February 14)Afterlove EP, Pikselnesia (February 14)Do No Harm, Darts Games (March 6)Expelled!, inkle Ltd (March 12)The Darkest Files, Paintbucket Games (March 25)YOUR HOUSE, PATRONES & ESCONDITES (March 27)Beholder: Conductor, Alawar (April 23)Human Within, Signal Space Lab, Actrio Studio (April 3 - Steam release)Duck Detective: The Ghost of Glamping, Happy Broccoli Games (May 22)Replicomica, enyevg (June 16)Arctic Awakening, GoldFire Studios (September 18)Mind Diver, Indoor Sunglasses (September 28)My Little Puppy, Dreamotion Inc. (November 6)Goodnight Universe, Nice Dream (November 11)The Berlin Apartment, btf (November 17)Beholder: Conductor, Alawar (April 23)PlatformerPlanet of Lana II: Children of the Leaf, Wishfully (March 5)Mr. Sleepy Man, Devin Santi, Monster Theater (March 10)Sophie: Starlight Whispers, Youth Gaming (March 10)Soulwander, MYMEStudio (March 10)Return to Dark Castle, Z Sculpt Entertainment (March 3)Puzzle adventurePieced Together, Glowfrog Games (March 6)The Succession of Changing Kings, KwaKwaGames (March 4)Apopia: Sugar Coated Tale, Quillo Entertainment Limited (March 3)Roguelike/liteRACCOIN: Coin Pusher Roguelike, Doraccoon (March 31)Cinderia, MyACGStudio (March 30 – early access)Valor of Man, Legacy Forge (March 19)Sculplings, Connor Garity, Liam Kerrigan (March 17)Echoes of Myth, Shifting Reality Interactive (March 12)生命火热 / Desperate 1, 痴青游戏 Lunatico Game (March 10)Kritters, LJF Games (March 10)Hive Blight, OptizOnion (March 9 – early access)Dice Goblin's Den, babachoo (March 9)Barda, Mudita Games (March 9 – early access)Rogue Monster Rush, Ghost Vibes LLC (March 7)Guardians of Dao, George Financial Holding Limited Company (March 6 – early access)Cupiclaw, Typin (March 5)RPGRhell: Warped Worlds & Troubled Times, SlugGlove, Yogscast Games (March 12)Etrange Overlord, Gemdrops, Inc., Superniche LLC, BROCCOLI Co. (March 26)SHINONOME ABYSS The Maiden Exorcist, WODAN, Inc. (March 25)Heroes of Science and Fiction, Oxymoron Games (March 17)BRAVELY DEFAULT FLYING FAIRY HD Remaster, Square Enix, Cattle Call Inc. (March 12)THYSIASTERY, DIRGA (March 9)Metal Hunter, 常州市华蓝德软件科技有限公司 (March 6)Banquet for Fools, Hannah and Joseph Games (March 5)Esoteric Ebb, Christoffer Bodegård, March 3SandboxCreature Creation Station, Xenon Fossil Games (March 16)Drill and Delve, NoOne (March 13)Genesis Relic: Idle Sandbox Simulator, BambooCopter (March 12)SimulationThe Coin Game, devotid (March 19)Island Market Simulator, Zentium Studio (March 27 – early access)Little Chef: Cozy Cooking, Julien Truebiger, Hello Erika, Danny van Duist (March 16 – early access)Sherman Commander, Iron Wolf Studio S.A. (March 14)Egypt Frontiers, FreeMind S.A. (March 12)Spacefleet: Heat Death, Spacezero Interactive (March 10 – early access)Space Reign, Propulsive Games (March 10)Wasteland with Robots, Gamesforgames (March 8)Stellar Industrialist, PcZ Games (March 7)The Walking Trade, Microwave Games (March 5)Box Bakery, mangobox games (March 5)Docked, Saber Interactive (March 5)Beer Manufacture Simulator, Games Incubator (March 5)Sports and racingRacket Pinball, NiVision (March 26)Turbo Dismount® 2, Secret Exit Ltd (March 13)blahStrategySpace Tales, Saigon Dragon Studios (March 13 – early access)Banana Drama, Dommenuss, Pikachau (March 29)Bloodgrounds, Exordium Games (March 12)STARWEAVE, Studio Starweave (March 9)Temporal Titans, Lost Tower Games, (March 9 – early access)Stellarcraft, DreamStudios, Sandstorm in a Bottle (March 9)Rogue Monster Rush, Ghost Vibes LLC (March 7)Tabletop Fantasy War, EdenDev Studio (March 6)Heart of the Machine, Arcen Games, Hooded Horse (March 6)Machine Mind, Chudo-Yudo Games (March 5)SurvivalBlossom: The Seed of Life, Pebbledust Games (March 9)Here Comes The Swarm, Cablehook Games (March 5 – early access)Blood Night, Team (March 1 – early access)That’s a wrap for March 2026. Want more Made with Unity and community news as it happens? Don’t forget to follow us on social media: Bluesky, X, Facebook, LinkedIn, Instagram, YouTube, or Twitch.

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168|godotengine.org

Dev snapshot: Godot 4.7 dev 3

Following hot on the heels of the last snapshot, the third development snapshot for what will become Godot 4.7 is now out! This snapshot comes packed with some long-awaited features, some of which may transform the way you design GUIs in Godot. As always, we need as much testing as possible to ensure everything can be stabilized. Please consider supporting the project financially, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project. Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor, the XR editor, or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds. The cover illustration is from Lucid Blocks, a game where you explore, build, and survive in a cryptic expanse oozing with dreamlike oddities and esoteric critters. You can buy the game on Steam, and follow the developers on Bluesky, YouTube, or Discord. Highlights GUI: Add transform offset to Control nodes One of the most long-awaited features in Godot’s GUI system is to be able to translate, rotate, or scale a Control node without it affecting the rest of the container. This is most notably used for animation purposes, so that buttons can smoothly slide in view or fade away with a scale change. However, Godot’s various Container nodes apply the position, rotation, and scale to their children, which means any changes made to the children’s transform is lost when the container is sorted again (which occurs when children are added, removed, or moved in the scene tree). The new transform offset properties implemented by Timo Schwarzer in GH-87081 aim to address this limitation in a self-contained manner, similar to the transform property in CSS. You can choose whether the transform offset affects mouse input. By default, transform offset is purely visual, which means there is no risk of buttons losing their hover status after being transformed. Controls with a transform offset applied show their original bounding box with a gray dotted rectangle: GUI: Implement search bar for PopupMenu As a tool that can be used to create complex projects, Godot is no stranger to popups with dozens of options to choose from (if not more). While incremental search can be used to focus the first item that starts with a given letter (by pressing the letter in question), this can be difficult to use as incremental search lacks visible feedback once you perform it. To resolve this longstanding usability quirk, Alexander Streng added search bars to PopupMenu in GH-114236. This is particularly useful for long lists such as animations, skeleton bones, inspector dropdowns for Resource properties, and more. A visible search bar also makes searching more discoverable, which is a win for usability. This feature is available in any PopupMenu node, which means it can also be used in projects such as non-game applications. Editor: Add vertex snapping to the 3D editor One of the most keenly awaited features to improve 3D editor usability is finally here! Robert Yevdokimov implemented vertex snapping in the 3D editor in GH-117235. This allows you to snap the selection to nearby nodes’ vertices, which is useful for level design and ensuring everything is visually connected to neighboring nodes. To use vertex snapping, hold B and move the mouse near the selection’s vertices. Once you see a yellow circle, hold the mouse button and move the mouse to the desired location (you can release B at this point). The circle becomes green once a vertex to snap to is detected near the mouse cursor. For better depth perception, the yellow/green circle appears with reduced opacity if it’s occluded by another surface. Vertex snapping works differently depending on whether the selected node has a mesh-based representation or not. For example, MeshInstance3D and CSG nodes have a mesh-based representation, while other nodes such as Label3D and Marker3D do not. Nodes without a mesh-based representation will teleport to the highlighted vertex when holding B and clicking on another node’s vertex. Thanks to the follow-up contribution GH-117380, you can opt into this behavior for nodes that have a mesh-based representation too. Editor: Use class name instead of Object ID in remote scene view The remote scene tree is very useful to diagnose what’s going on in a running project. However, until now, everything was shown as a bunch of anonymous-looking Object IDs. Jayden Sipe has improved this view by adding class names in GH-115738, making this tool significantly more useful. Before After Editor: Create a proper editor for MeshLibrary GridMap users rejoice! The MeshLibrary resource (which stores tiles that can be used in a GridMap node) can now be edited much more easily, thanks to the work of Michael Alexsander in GH-117376. This new bottom editor comes with the following features: Presentation of items in a grid, with search and zooming. Editing of individual items in a separate inspector. Full undo/redo for all actions. Fallback preview to an item’s mesh in case none was specifically set. Here’s an example of what it looks like: Android: Add support for picture-in-picture Thanks to the work of Fredia Huya-Kouadio in GH-114505, Godot now has the ability to run a project and move it to a small window pinned to one of the screen corners. This relies on Android’s native support for picture-in-picture (PiP) display. For example, YouTube on Android uses this functionality to show the currently played video in a corner of the screen. Note that picture-in-picture does not permit interacting with the application while it is in this mode, so this feature is most useful for applications and games that have sections that don’t require real-time input (idle games, autobattlers, etc.). Picture-in-picture functionality can be enabled in two ways: Explicitly by calling DisplayServer.pip_mode_enter(). Configured to happen automatically by calling DisplayServer.pip_mode_set_auto_enter_on_background(). In this case, the app will automatically go into picture-in-picture mode when the user presses the home button or uses the home gesture on their device. As an example, since this ability can be toggled at runtime, you can allow picture-in-picture mode to engage when a cutscene starts and disable it when returning to interactive contents. Here’s an example of it in action on the game Rift Riff, where PiP mode is only enabled during one of the game’s waves: Android: Enable orientation change in Script Editor The improvements for Android don’t stop there. Thanks to the work of Anish Kumar in GH-117109, you can now switch to portrait mode while in the script editor on Android devices. This makes it easier to view code while you’re typing on a virtual keyboard. Note that distraction-free mode must be enabled for this to be possible (it can be toggled). This restriction has to be in place, since the side docks take a lot of horizontal space and the script editor in portrait mode wouldn’t be practical with the side docks visible. Linux/*BSD: Support HDR output Continuing from the previous development snapshots which added support for HDR output on Windows and Apple platforms, we have added support for HDR output on Linux when using the Wayland display server (GH-102987). Kudos to ArchercatNEO for their dedication to developing and maintaining the Wayland support alongside the Windows and Apple PRs for more than a year! Also of note is that documentation on HDR output is now available. Check it out! A demo project for testing HDR output will follow soon. And more! There are too many exciting changes to list them all here, but here’s a curated selection: 3D: Add automatic smoothing for CSG nodes (GH-116749). Animation: Optimize Animation Resource, Library, Mixer, and Player (GH-116394). Animation: Optimize AnimationTree, Improve internals & Editor & Node::process_thread_group safety (GH-117277). Core: Improve thread-safety of Object signals (GH-117511). Core: Use TRACY_ON_DEMAND by default for Tracy integration (GH-117583). Editor: Add View3DController for editor 3D view manipulation (GH-115957). Editor: Add 3D vertex snap base setting (Vertex/Origin) (GH-117380). Editor: Depict version discrepancies in Project Manager (GH-111528). Editor: Generate and display documentation for the properties generated by PropertyListHelper (GH-115253). Editor: Reorganize Output dock (GH-112690). Editor: Revamp autoload creation (GH-91124). Editor: Stop autocomplete from eating words by default (GH-117464). Editor: Support folding, groups, and subgroups in remote scene inspector (GH-117357). GUI: Add triple-click paragraph selection to RichTextLabel (GH-116868). Input: Add project setting to ignore joypad events if the app is unfocused (GH-115119). Platforms: Add haptic feedback on long-press right-click in the editor (GH-117198). Platforms: Enable wake for events if Magnet is running (GH-116524). Rendering: Add fast path to Polygon2D (GH-117334). Rendering: Add scale 3D and rotation 3D in particle process (GH-112447). Changelog 113 contributors submitted 297 fixes for this release. See our interactive changelog for the complete list of changes since 4.7-dev2. You can also review all changes included in 4.7 compared to the previous 4.6 feature release. This release is built from commit 60fff00a6. Downloads { const thankYouWrapper = document.getElementById('thank-you'); // Close itself, when clicked outside of the popup area. thankYouWrapper.addEventListener('click', (e) => { if (e.target === thankYouWrapper) { thankYouWrapper.style.display = 'none'; } }); // Close with a close button. const thankYouBackButton = document.querySelector('.btn-close-thankyou-popup'); thankYouBackButton.addEventListener('click', () => { thankYouWrapper.style.display = 'none'; }); // Open from the main download buttons. const downloadButtons = document.querySelectorAll('.btn-download, .download-button'); downloadButtons.forEach((it) => { if (it.dataset?.external === "yes") { return; } it.addEventListener('click', () => { thankYouWrapper.style.display = ''; document.querySelector('.btn.btn-donate').focus(); }); }); // Open from the all downloads list. const downloadLinks = document.querySelectorAll('.download-link'); downloadLinks.forEach((it) => { it.addEventListener('click', () => { thankYouWrapper.style.display = ''; }); }); // Close the dialog when the user presses the escape key. document.addEventListener('keydown', (e) => { if (e.key === 'Escape') { thankYouWrapper.style.display = 'none'; } }); }); Godot is downloading... Standard build includes support for GDScript and GDExtension. .NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension. a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss. Known issues With every release we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs. There are currently no known issues introduced by this release. Bug reports As a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known. In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot). Support Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project! If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund platform managed by Godot Foundation. There are also several alternative ways to donate which you may find more suitable. Donate now

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169|blog.unity.com

The hidden costs of traditional 3D tools and the smarter way to build interactive experiences

3D visualization is no longer a niche capability reserved for game studios or engineering labs. Today, designers, product marketers, trainers, and industrial teams increasingly rely on 3D content to communicate complex ideas; whether it’s a product demo, a factory layout review, or an immersive training module.Yet despite the promise of interactive 3D, many teams hesitate to adopt it.Why?Because the tools traditionally used to build 3D experiences often come with hidden costs: financial, operational, and organizational. What starts as an exciting initiative can quickly turn into a slow, expensive process that requires specialized development skills.The good news: it doesn’t have to be that way.With the rise of no-code 3D tools like Unity Studio, teams can now create interactive 3D experiences without the heavy overhead traditionally associated with real-time development.Let’s unpack where those hidden costs come from, and how a new generation of tools is changing the equation.The real cost of traditional 3D toolsWhen teams think about adopting 3D visualization software, they often focus on obvious expenses: licenses, hardware, or training.But the true costs are often buried inside workflows.1. The developer bottleneckMost traditional real-time 3D tools require programming expertise. Designers and domain experts typically need to rely on developers to implement interactivity, logic, and publishing workflows.That dependency creates friction.A typical scenario might look like this:A designer prepares CAD or 3D assets.A developer imports them into a 3D engine.Interactions are coded manually.A build is generated and shared.Feedback comes in and the process starts again.Each iteration requires developer time.In organizations where developers are already stretched across multiple projects, this can create a serious bottleneck. Instead of experimenting freely, teams wait days, or sometimes weeks, for small updates.The result? Slower innovation and higher costs.2. Long iteration cyclesDesign work thrives on rapid iteration.Whether you're validating an automotive HMI concept, creating a training module, or preparing a product launch demo, feedback loops are critical.But traditional 3D pipelines tend to slow that process down:Assets must be exported and optimizedDevelopers rebuild applicationsStakeholders review static buildsChanges require another full iterationA single design update can take days instead of minutes.For industries like manufacturing, architecture, and training, this can mean delays in decision-making, slower product launches, and lost productivity.3. Expensive software ecosystemsMany teams also underestimate the stack of tools required to produce interactive 3D experiences.A usual workflow might involve:CAD or BIM toolsRendering software3D engines development environmentsDeployment toolsCollaboration platformsEach tool comes with licensing costs, integration complexity, and training requirements.Even when organizations already have strong design capabilities, using traditional software packages, the step into interactive 3D often requires entirely new technical expertise.That’s a significant barrier, especially for teams focused on design, marketing, or training rather than software development.4. Gap between static design and real-time 3DThis is where many teams find themselves, unavoidably stuck between two less-than-ideal options.On one side are static assets such as:Rendered imagesVideosInteractive PDFsSlide presentationsThese formats are easy to produce but limited in their ability to communicate complex spatial concepts.On the other side are advanced real-time tools, which offer incredible capabilities but require specialized development knowledge.For many organizations, neither option is ideal.What they need is something in between: an approachable way to build interactive 3D without the complexity of full-scale development pipelines.A game-changing new approach: Interactive 3D without codingThis is exactly the gap Unity Studio was designed to fill.Unity Studio is a web-based no-code 3D editor that allows teams to create interactive 3D experiences quickly without programming or complex workflows.Instead of relying on developers, designers and domain experts can:Import CAD or 3D assetsBuild scenes using drag-and-drop toolsAdd interactivity through visual logicShare experiences instantly across devicesAll from a web browser.The goal is simple: make interactive 3D accessible to the people who understand the content best.Faster feedback, faster decisionsOne of the biggest advantages of a no-code 3D workflow is dramatically faster iteration cycles.Because Unity Studio removes the need for manual coding and build processes, teams can:Quickly test ideasShare interactive scenes with stakeholdersAdjust content based on feedbackPublish updates instantlyShorter feedback loops mean better decisions and faster project completion.Imagine an industrial design review where engineers, designers, and product marketers explore the same 3D model together without waiting for a developer to rebuild the experience. Or a training team that updates an interactive procedure in hours rather than weeks.That is a true paradigm shift for creators.Turning existing CAD Data into interactive experiencesAnother major barrier to interactive 3D adoption has traditionally been data preparation.Industrial teams work with complex CAD and BIM models that aren’t always easy to convert into real-time experiences.Unity Studio addresses this by supporting 70+ file formats and automatically transforming complex models into usable assets for interactive scenes.That means teams can:Convert CAD models into web-based 3D viewersCreate interactive product demosBuild training simulationsPrototype factory layouts- all using the same data they already have.By enabling teams to explore, validate, and present designs in interactive 3D, Unity Studio also reduces the need for costly physical prototypes, helping cut both production expenses and the time required to bring ideas to life.Instead of rebuilding assets from scratch, teams can extend the value of existing design data.Real-world scenarios where the savings add upTo understand the impact, let’s look at a few common scenarios.Product marketingTraditional approach:Marketing teams rely on static renders or videos to showcase new products. Interactive 3D often requires external agencies or internal development teams.With Unity Studio:Marketing designers can create interactive 3D product demos directly from CAD models and share them via the web; accelerating product launches and reducing external production costs.Training and instructional designTraditional approach:Training content is delivered through manuals, videos, or static diagrams. Updating materials can be slow and expensive.With Unity Studio:Instructional designers can create interactive training modules and 3D manuals where users explore equipment, procedures, or environments directly.This improves engagement while reducing production timelines.Design reviews and prototypingTraditional approach:Teams review screenshots, renders, or physical prototypes. Iterations require new assets or builds.With Unity Studio:Designers can create interactive prototypes and share them instantly for feedback helping teams validate concepts earlier in the design process, and significantly reduce costs associated with physical prototyping.Built for designers, not developersOne of the most important factors behind Unity Studio is who it empowers.Instead of relying on engineering teams, Unity Studio puts interactive 3D creation directly in the hands of:3D designersVisualization artistsTraining content developersProduct marketing teamsIndustrial engineersInnovation managersand many more roles.These professionals already understand the product, the training workflow, or the design challenge.Now they can bring those ideas to life in interactive 3D without needing to write code - all directly from a web browser.The future of accessible 3D creationInteractive 3D is becoming essential across industries, from automotive and manufacturing to healthcare and education.But widespread adoption depends on removing the barriers that have traditionally slowed teams down.By simplifying workflows, eliminating developer dependencies, and integrating with existing design data, Unity Studio makes interactive 3D creation accessible to far more teams.And when more people can create in 3D, organizations unlock entirely new ways to communicate ideas, collaborate across disciplines, and accelerate innovation.Because the future of 3D isn’t just about powerful tools.It’s about making those tools usable by everyone who has an idea worth visualizing.Ready to experience interactive 3D without the complexity?See what your team can build.No coding. No heavy setup. Just fast, accessible 3D creation.Start your 30-day Unity Studio trial and begin creating interactive 3D experiences today.

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172|blog.unity.com

Rendering at 500 km/h in Gear.Club Unlimited 3

Eden Games has spent 25 years building racing games, where performance is as critical as visual fidelity. Their latest release, Gear.Club Unlimited 3 (GCU 3), pushes that balance further: It’s a 60 fps arcade racer capable of streaming large environments at speeds approaching 500 km/h while targeting hardware ranging from consoles to high-end PCs with ray tracing.Released on February 19, 2026, GCU 3 is also the first title to ship with Eden Games’s fully matured custom rendering pipeline, debuting on the Nintendo Switch™ 2 before expanding to additional platforms later this year.We spoke with Nasim Bouguerra, lead graphics programmer, and Florian Falavel, senior rendering programmer, about building a GPU-driven architecture, scaling ray tracing across platforms, and maintaining stable performance under extreme streaming constraints.What were the biggest rendering challenges the team faced while building GCU 3?Nasim Bouguerra (NB): One of our main challenges was sustaining a stable 60 fps while streaming world data at speeds up to 500 km/h. At that velocity, even minor stalls, such as asset loading, synchronization points, and garbage collection, immediately break gameplay immersion. Eliminating those spikes became a primary engineering goal.GCU 3 was also our first game on the Nintendo Switch 2, so we were optimizing against new hardware under tight deadlines. In parallel, this was the first production release of our complete in-house rendering pipeline. That meant stabilizing the architecture, validating scalability across platforms, and tuning platform-specific paths simultaneously.Why did you decide to build a custom Scriptable Render Pipeline?NB: Back in 2019, we built our own Scriptable Render Pipeline to scale across very different hardware. It gave us full control over performance and features, enabled a fully GPU-driven system, and supported modern technologies like DLSS 4.5, FSR 4, XeSS 2, and path tracing. Since then, we’ve shipped four games on this pipeline, and GCU 3 represents its most significant evolution yet.How has Unity 6 influenced your rendering pipeline and low-level graphics stack?Florian Falavel (FF): Unity 6 gives us greater access and flexibility at the rendering backend, letting us leverage low-level graphics features and build optimized, tailored solutions. We also rely on Native Rendering Plugins to integrate features not yet exposed in Unity, such as NVIDIA DLSS on PC and Nintendo Switch 2, the NRD denoiser for ray tracing, and other advanced tools. This level of control is essential for high-performance streaming while maintaining stable visual quality across all our target platforms.How does GPU-driven rendering change the way you approach building environments and race tracks?FF: GPU-driven rendering removes CPU submission bottlenecks, allowing much denser environments and more complex race tracks. We pair this with a custom virtual texturing system for terrain and props, so artists can use high-resolution assets while keeping memory and performance predictable. The result is higher scene complexity without compromising 60 fps frame rate.At speeds approaching 500 km/h, streaming becomes critical. How do you handle rendering, asset streaming, and memory management to avoid stutters?NB: Streaming was one of our biggest challenges. We built a fully multithreaded streaming system, capable of saturating Nintendo Switch 2 I/O without hitches. We also spent time removing as much GC allocation as possible during gameplay, and enabled incremental garbage collection to ensure that garbage collection-related frame drops are rare in races.Our terrain and virtual texturing systems also use feedback loops to load only the data needed, exactly when it’s needed. This approach keeps streaming smooth even at extreme speeds.What rendering techniques and GPU optimizations were key to hitting 60 fps on the Nintendo Switch 2?FF: On the Nintendo Switch 2, every stage of the pipeline had to justify its cost. We tightly integrated DLSS with our dynamic resolution system to stay within GPU budgets, and we leaned heavily on asynchronous compute to overlap workloads and maximize occupancy.Our GPU-driven architecture also reduced CPU overhead, which helped maintain consistency during heavy gameplay scenarios. Extensive platform profiling guided decisions at the pass level, where we trimmed bandwidth-heavy stages, reorganized resource transitions, and eliminated synchronization stalls.Variable Refresh Rate provided an additional safety margin, smoothing rare edge cases without masking systemic issues.How does your rendering approach differ across platforms beyond the Nintendo Switch 2?NB: We begin with a feature-complete configuration, then profile each system under real gameplay conditions. From there, we selectively scale or specialize features per platform rather than maintaining entirely separate rendering paths, and iterate to find the best uses of what the platforms can offer.On PC, we give players access to the full suite of rendering features we support, including HDR, ultrawide support, DLSS, and real-time path tracing. We also provide scalability options so that even on low-power devices like the Steam Deck, players can enjoy the game with the same core visuals.The goal isn’t different pipelines. It’s controlled degradation within a single, scalable framework.What motivated your team to lean so heavily into ray tracing, and how did that decision shape both your visual goals and your technical constraints during development?NB: Ray tracing is essential for both physically accurate visuals and faster iteration for our lighting artists. We integrated it from initial development to level production and runtime, and ensured all systems, from terrain and props to lighting and materials, work as expected. It also requires high-memory GPUs for artists during production as ray tracing acceleration structure (RTAS) memory is a key bottleneck with ray tracing.Can you walk us through how you baked global illumination (GI) using a reference path tracer, and how that work informed or contrasted with the real-time path tracing solution used in the PC version?FF: Ray tracing is the backbone of our global illumination workflow. We built a reference path tracer for accuracy, which validates our baked GI system and gives artists predictable results. This speeds up iteration, letting them preview near-final lighting before triggering the full bake.On PC, we added a real-time ReSTIR-based path tracer for high-end hardware, staying close to the ground truth. Ray tracing is a long-term investment, and we collaborated closely with Unity to refine and stabilize the rendering APIs.How did the collaboration with Unity’s ray tracing team influence the final rendering pipeline?FF: Our GPU-driven pipeline required ray tracing functionality that early Unity versions did not provide. We added the ability to inject GPU-generated data into the acceleration structure, introducing APIs like RayTracingAccelerationStructure.AddInstancesIndirect, and integrated NVIDIA Shader Execution Reordering via a Native Rendering Plugin to boost path tracing performance. This collaboration shaped our final architecture, letting us extend ray tracing while staying true to our GPU-driven approach.How do modern upscaling technologies fit into your overall rendering strategy?NB: Modern upscaling is essential for balancing visual sharpness and performance. Machine learning–based solutions can even provide better anti-aliasing than traditional methods like temporal anti-aliasing (TAA). On PC, we support our own temporal upsampler, NVIDIA DLSS 4.5, AMD FSR 4, and Intel XeSS 2, giving maximum flexibility.That said, upscaling isn’t a magic fix. It works best when the underlying pipeline is already efficient, letting us balance sharpness, performance, and image quality, especially on consoles with stricter constraints.What advice would you give developers for building a rendering strategy?NB: Start by understanding what your artists and players actually need, and design your rendering systems to meet those needs efficiently. Avoid unnecessary complexity, focus on getting the most from existing systems, and keep your approach simple and scalable. Always profile on your target hardware. Optimizations can reduce performance if they are not tested where it matters.FF: I’d echo that. Identify the visual features that truly matter and build your strategy around them. Don’t feel pressured to implement every feature. Prioritize what’s important to maintain both performance and visual quality.To read more about projects made with Unity, visit the Resources page.*Nintendo Switch is a trademark of Nintendo.

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177|godotengine.org

Release candidate: Godot 4.6.2 RC 2

Last week, we released our first Release Candidate snapshot for 4.6.2, and have since backported even more critical bugfixes. While we normally only need a single pass for maintenance releases, sometimes enough changes are integrated to warrant a second pass. So, once more for good measure: Godot 4.6.2 RC 2 is ready for general testing! Please consider supporting the project financially, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project. Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor, the XR editor, or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds. The illustration picture for this article comes from Funi Raccoon Game, a 3D platformer collectathon, where you play as a raccoon on a quest to fill their newly acquired home with an incalculable quantity of knick-knacks. You can buy the recently-released game or try the demo for free on Steam, and follow the developers, Crayon and Kit, on Bluesky. What’s new 25 contributors submitted 29 improvements for this release. See our interactive changelog for the complete list of changes since 4.6.2-rc1. You can also review all changes included in 4.6.2 compared to the previous 4.6.1 maintenance release. This section covers all changes made since 4.6.2-rc1, which are largely regression fixes: 3D: Fix 3D focus selection for subgizmos (GH-116972). 3D: Fix DirectionalLight3D property list (GH-117189). Animation: Deselect bezier keyframes when switching animations (GH-116953). Animation: Fix visual shift of animation editor keys during selection (GH-117290). Buildsystem: Add UTF-8 encoding to SVG file open in platform_builders.py (GH-117454). Buildsystem: CI: Bump JavaScript actions to Node 24 (GH-117428). Buildsystem: ScrollBar: Fix compilation with precision=double (GH-117224). Buildsystem: Update CODEOWNERS (GH-117674). Core: Fix String::split_ crash on empty string (GH-117353). Core: Fix editable children state when duplicating instantiated nodes (GH-117041). Core: RingBuffer: Fix T read() method reading empty buffer (GH-117388). Core: RingBuffer: Fix overreading on methods that take an offset as an argument (GH-117151). Editor: Set accessibility name on Tree inline cell editor when editing (GH-117135). GDExtension: Add missing GDVIRTUAL_BIND(_get_supported_extensions) on MovieWriter (GH-117479). GUI: Fix “Custom” anchor preset being ignored if the parent isn’t a Control (GH-117488). GUI: Fix RichTextLabel drag selection not working after double-click (GH-117201). GUI: TextEdit: Fix clipping of last character due to right margin rounding (GH-116850). Import: Blender attempts should be incremented to avoid endless loop (GH-116589). Platforms: Apple Embedded: Fix static .a/.xcframework library loading in open_dynamic_library (GH-117469). Platforms: Fix macOS Steam time tracking lost when opening a project (GH-117335). Platforms: iOS: Propagate VC UI preferences to SwiftUI hosting controller (GH-116633). Platforms: macOS: Enable wake for events if Magnet is running (GH-116524). Platforms: Windows: Set current driver when ANGLE init fails (GH-117253). Plugin: Android: Fix java.util.HashMap handling (GH-114941). Plugin: Fix EditorDock not reopening (GH-117340). Rendering: Fix Tangent decoding detection when computing vertex skinning (GH-117401). Rendering: macOS: Force ANGLE (GL over Metal) when running in VM (GH-117371). Thirdparty: libpng: Update to 1.6.55 (GH-117564). Thirdparty: Update access-kit to 0.21.2 (GH-117433). This release is built from commit 638b2f1e9. Downloads { const thankYouWrapper = document.getElementById('thank-you'); // Close itself, when clicked outside of the popup area. thankYouWrapper.addEventListener('click', (e) => { if (e.target === thankYouWrapper) { thankYouWrapper.style.display = 'none'; } }); // Close with a close button. const thankYouBackButton = document.querySelector('.btn-close-thankyou-popup'); thankYouBackButton.addEventListener('click', () => { thankYouWrapper.style.display = 'none'; }); // Open from the main download buttons. const downloadButtons = document.querySelectorAll('.btn-download, .download-button'); downloadButtons.forEach((it) => { if (it.dataset?.external === "yes") { return; } it.addEventListener('click', () => { thankYouWrapper.style.display = ''; document.querySelector('.btn.btn-donate').focus(); }); }); // Open from the all downloads list. const downloadLinks = document.querySelectorAll('.download-link'); downloadLinks.forEach((it) => { it.addEventListener('click', () => { thankYouWrapper.style.display = ''; }); }); // Close the dialog when the user presses the escape key. document.addEventListener('keydown', (e) => { if (e.key === 'Escape') { thankYouWrapper.style.display = 'none'; } }); }); Godot is downloading... Standard build includes support for GDScript and GDExtension. .NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension. a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss. Known issues During the Release Candidate stage, we focus exclusively on solving showstopping regressions (i.e. something that worked in a previous release is now broken, without workaround). You can have a look at our current list of regressions and significant issues which we aim to address before releasing 4.6.2. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the RC snapshots. With every release we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs. Bug reports As a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known. In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot). Support Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project! If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund. Donate now

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178|godotengine.org

Maintenance release: Godot 4.5.2

While most users have upgraded their projects to Godot 4.6 by now, some have to stay on the previous 4.5 branch for various reasons, so we do our best to provide them with important fixes. Our release support policy is that we support a given stable branch actively until its successor has had its first patch release, which happened a month ago with 4.6.1. But 4.5.2 was already in the pipeline with RC1, I just never got to finalizing it… so it’s time to wrap it up with a stable release! Note: Following this maintenance release, the 4.5 branch switches to partial support, and the 4.4 branch is end of life and won’t get new patch releases. 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. Please consider supporting the project financially, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project. Download Godot 4.5.2 now or try the online version of the Godot editor. { const thankYouWrapper = document.getElementById('thank-you'); // Close itself, when clicked outside of the popup area. thankYouWrapper.addEventListener('click', (e) => { if (e.target === thankYouWrapper) { thankYouWrapper.style.display = 'none'; } }); // Close with a close button. const thankYouBackButton = document.querySelector('.btn-close-thankyou-popup'); thankYouBackButton.addEventListener('click', () => { thankYouWrapper.style.display = 'none'; }); // Open from the main download buttons. const downloadButtons = document.querySelectorAll('.btn-download, .download-button'); downloadButtons.forEach((it) => { if (it.dataset?.external === "yes") { return; } it.addEventListener('click', () => { thankYouWrapper.style.display = ''; document.querySelector('.btn.btn-donate').focus(); }); }); // Open from the all downloads list. const downloadLinks = document.querySelectorAll('.download-link'); downloadLinks.forEach((it) => { it.addEventListener('click', () => { thankYouWrapper.style.display = ''; }); }); // Close the dialog when the user presses the escape key. document.addEventListener('keydown', (e) => { if (e.key === 'Escape') { thankYouWrapper.style.display = 'none'; } }); }); Godot is downloading... The cover illustration is from Spooky Express, a 3D puzzle game which has you in charge of the only rail service willing to transport both humans and undeads in turns, or in other words, the goat, cabbage, and wolf problem in spookyland! Spooky Express was created by the award-winning designers at Draknek & Friends, who recently started using Godot for their new titles. You can buy the game on Steam, itch.io, App Store, and Google Play, and follow the developers on Bluesky or Mastodon. Highlights This release backports important fixes on the rendering and platform porting areas, notably: Thanks to work done by the Android maintainers in Godot 4.5, we’ve been providing debug symbols for the Android export templates, which users can upload to Google Play to symbolicate their crash logs. This has enabled developers of games such as Rift Riff, Kamaeru, and Spooky Express to share detailed stack traces about crashes that some players run into on their games. These developers also assisted the rendering maintainers in debugging the issues, and so Skyth could write fixes for most issues found, which are available in this release. If you have a game published on Google Play using Vulkan Mobile, we strongly recommend upgrading to 4.5.2 or later, as this should resolve a lot of crash reports that your game might have. If using Compatibility, there are also significant crash fixes worth getting. Still on the rendering side, we’ve backported a number of Direct3D 12 bug fixes and performance improvements, notably to reduce initial shader compilation time and get it closer to what we have with Vulkan. While Godot 4.6 has even more fixes and new features, enabling it to make Direct3D 12 the default driver on Windows, for 4.5.2 it remains opt-in, but these fixes should improve the experience for developers who choose to target this API. And finally, again on rendering, iOS exports using Metal (Forward+ or Mobile rendering methods) will now default to restrict support to A12 devices or newer. This means excluding some older iPads which technically support Metal but struggle to run Godot games properly. You can toggle this option in the export preset, as this is just a change of its default state based on your rendering method. Changes 107 contributors submitted 218 fixes for this release. See our interactive changelog for the complete list of changes since the 4.5.1-stable release. 2D: Check for tiles outside texture on TileSet atlas settings changes (GH-112271). 3D: Don’t redraw Sprite3D/AnimatedSprite3D outside the tree (GH-112593). Animation: Separate branching ping-pong time and delta (GH-112047). Audio: Fix AudioStreamPolyphonic to honor AudioStreamPlayer.pitch_scale (GH-110525). Audio: Check if on tree before calling can_process() (GH-114966). C#: Fix dotnet class lookup returning modified names instead of engine names (GH-112023). C#: Ensure .NET editor supports Visual Studio 2026 (GH-112961). Core: Fix load_threaded_get returning null when used with CACHE_MODE_IGNORE (GH-111387). Core: Improve determinism of UIDs (GH-111858). Core: Fix duplicating node references of custom node type properties (GH-112076). Editor: Visual Shader: Fix nodes’ relative positions changed in a different display scale (GH-97620). Editor: Fix editing resources in the inspector when inside an array or dictionary (GH-106099). Editor: Fix switch to GameView when closing game window (GH-111811). Editor: EditorRun: Load override.cfg to get window configuration for embedded mode (GH-111847). Editor: Add donate button to project manager (GH-111969). Editor: Fix file duplication making random UID (GH-112015). Export: Disable shader baker when exporting as dedicated server (GH-112361). Export: iOS: Automatically enable iphone-ipad-minimum-performance-a12 if project is using Forward+/Mobile renderer (GH-114098). Export: Fix Android export with multiple architectures failing when GDExtension includes native dependencies (GH-114483). GDExtension: iOS: Fix loading of xcframework dynamic libraries (GH-112784). GDScript: LSP: Fix goto native declaration (GH-111478). GUI: Fix update order for exclusive child window (GH-94488). GUI: FoldableContainer: Override has_point to use title rect when folded (GH-110847). GUI: Fix IME input in multiple windows at once (GH-111865). Network: Normalize IP parsing, fix IPv6, tests (GH-114827). Particles: Fix CPUParticle3D not randomizing (GH-112514). Physics: Fix transform updates sometimes being discarded when using Jolt (GH-115364). Platforms: Android: Add support for Android XR devices to the Godot XR Editor (GH-112776). Platforms: Android: Fix ANRs when shutting down the engine due to the render thread (GH-114207). Platforms: Android: Trigger save of the RD pipeline cache on application pause (GH-114463). Platforms: Apple Embedded: Fix static .a/.xcframework library loading in open_dynamic_library (GH-117469). Platforms: macOS: Fix ~500ms hang on transparent OpenGL window creation on macOS 26 (GH-111657). Platforms: macOS: Fix microphone issue (GH-111691). Platforms: macOS: Disable window embedding code in export templates (GH-113966). Platforms: Linux: Add SSE4.2 support runtime check (GH-112279). Platforms: Linux/X11: Fix input delay regression (GH-113537). Platforms: Windows: Fix EnumDevices stall using IAT hooks (GH-113013). Platforms: Windows: Set current driver when ANGLE init fails (GH-117253). Rendering: Round values after renormalization when generating mipmaps (GH-111841). Rendering: Use AABB center instead of origin for visibility fade (GH-113486). Rendering: D3D12: Fix not checking for fullscreen clear region correctly (GH-111321). Rendering: D3D12: Fix specialization constant patching (GH-111356). Rendering: D3D12: Greatly reduce shader conversion time & fix spec constant bitmasking (GH-111762). Rendering: OpenGL: Add all PowerVR devices to the transform feedback shader cache ban list (GH-111329). Rendering: OpenGL: Use GL_FRAMEBUFFER instead of GL_DRAW_FRAMEBUFFER when doing final blit to the screen framebuffer to work around OBS bug (GH-111834). Rendering: Vulkan: Create new pools when they become fragmented (GH-114313). Rendering: Vulkan: Implement workaround for GPU driver crash on Adreno 5XX (GH-114416). Rendering: Vulkan: Create separate graphics queue instead of reusing the main queue when transfer queue family is unsupported (GH-114476). Shaders: Fix VisualShader conversion failing with subresources (GH-109375). Thirdparty: libpng: Update to 1.6.55 (GH-117564). Thirdparty: mbedTLS: Update to version 3.6.5 (GH-111845). Thirdparty: pcre2: Update to 10.46 (GH-114766). Known incompatibilities As of now, there are no known incompatibilities with the previous Godot 4.5.x releases. We encourage all 4.5 users to upgrade to 4.5.2 (or newer stable releases). If you experience any unexpected behavior change in your projects after upgrading to 4.5.2, please file an issue on GitHub. Bug reports As a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known. In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot). Support Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project! If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund. Donate now

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