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News Article source ↗ source url updated Tue Jun 16 2026 00:00:00 GMT+0000 (Coordinated Universal Time)

Godot 4.7 RC 3

First-party Godot announcement (2026-06-15) that Godot 4.7 has reached Release Candidate 3, following RC 2 (2026-06-11) and RC 1 (2026-06-08). As at every RC, the 4.7 feature set is locked — RC3 is pure regression stabilization, and the team again signals that stable is close (this snapshot was worth shipping before the final build).

What changed RC2 → RC3

17 fixes from 12 contributors, regression-focused:

The fix count crept up RC1→RC2→RC3 (16 → 10 → 17), so this RC was busier than RC2 rather than the tail-off you’d expect right before stable.

Known issues

Four tracked regressions still open at RC3 — including Adreno 660 geometry errors and an editor scaling / layout problem. Open regressions at RC stage are the gate to stable, so these are what 4.7-final waits on.

Release policy / channels

Why it matters here

RC3 sharpens the release-discipline read from RC2: the recurring fix categories keep clustering on rendering backends (Jolt physics, Adreno GPU) and XR — the same concurrency/compat hardening seen in RC1’s ResourceLoader deadlock and RC2’s worker thread-pool deadlock. A 17-fix RC this late is a data point for the “Unity/Unreal are more complete/stable” critique: the cadence is tight and disciplined, but stable keeps slipping on GPU-backend and platform-specific regressions, not features.

Caveat

First-party release-candidate announcement (promotional, pre-stable); feature and stability maturity unverified until 4.7 stable ships.

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