Godot 4.6.2 RC 1 finally arrives – the bug‑fix batch your projects have been begging for
After two months of patch‑up and a maintenance round, the Godot team drops another update that cleans up more of the engine’s rough edges. If you’ve hit one of those frustrating hiccups—an animation that dies mid‑play or an Android build that crashes on file access—this release has something to ease the pain.
Animation: no more “finished” signal surprises
A handful of users reported that calling emit_signal("animation_finished") could trigger a crash if the playback queue was missing. The new patch checks for the queue’s existence before sending the finished event, so animations will finish cleanly even when nothing’s queued up.
Editor: profiles and controls finally behave properly
The build‑profile generator had been creating bogus entries that caused confusion during export. That’s fixed now, making the “Generate” button do what it says on the tin. Likewise, developers who pause or stop a running scene found that the mute toggle would stay stuck; the updated logic restores its normal toggling behaviour.
Android: keystores and file access get a safety net
When exporting to Android, the engine used to copy the keystore into a temporary location without cleaning it up afterwards. The new revision now copies the key into temp storage safely, preventing accidental exposure of private keys. In addition, an issue that made FileAccess crash when a tree‑URI was used in Gradle‑built apps is addressed, so file handling on Android should feel more reliable.
Physics: Jolt gets some fine‑tuning
Two regression fixes help keep motion realistic. First, rotating a body by an almost imperceptible amount would now produce a jumpy move_and_slide result; the tweak smooths that out. Second, energy spikes during elastic collisions—an annoyance when simulating bouncing objects—are curtailed by reworking gravity application on dynamic bodies.
Rendering: stability for stereo and canvas
The engine had been mis‑applying fixed sizes in mono/stereo rendering setups, leading to distorted output. That’s corrected now. In the canvas renderer, accidental write‑combined memory reads could cause frame stutter; this update eliminates that subtle bug. Finally, viewport debanding was not functioning with spatial scalers—now the feature works as intended.
iOS: new lifecycle hooks
iOS developers can now hook into the UIScene lifecycle events, which lets apps respond to scene activation and deactivation in a cleaner way than before.
Release candidate: Godot 4.6.2 RC 1 – Godot Engine
Maintenance of maintenance? Is such a thing even possible!?
