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Godot 4.8 beta 2 fixes regressions and raises the .NET floor

The second Godot 4.8 beta includes 144 fixes, requires .NET 10 for .NET builds, and remains a pre-release for testing rather than production.

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What Changed

Godot published 4.8 beta 2 on 29 October 2026. The release includes 144 fixes from 59 contributors, with nearly 150 bugs resolved since beta 1, including about 30 regressions. The engine is feature-complete for 4.8. .NET builds now require .NET 10 or newer, up from .NET 8. Fixes cover animation undo data, C# debug optimisation, GDScript completion, particles, rendering in Compatibility mode, Android storage and XR error messages. The project explicitly labels the build a pre-release and maintains a list of known regressions.

Why It Matters

Game engines are long-lived dependencies: upgrading late bundles risk across months of content. The .NET 10 requirement is not just a toolchain detail; it can break CI images, plugin builds and team machines. A beta is the right time to test export templates and platform-specific bugs, not the right time to move a shipping project. The regression list also gives teams a concrete way to decide whether the upgrade is safe yet.

Practical Impact

Back up the project or work on a branch. Install beta 2 alongside the current stable editor, run automated tests and open the known-regression list before upgrading. If you use C#, update the CI image and local SDK to .NET 10, then rebuild plugins and check export templates. Exercise the platforms you ship on, especially Android and XR, rather than testing only in the editor. Report reproducible regressions upstream; do not ship a beta build as a production release.

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