Godot 4.6 发布:一切关于你的工作流程
Godot 4.6 Release: It's all about your flow

原始链接: https://godotengine.org/releases/4.6/

Godot 4 自最初发布以来已显著成熟,赋能开发者在多个平台上发布大量游戏——仅在 2025 年 Steam 上就有超过 1200 款, itch.io 上每周发布 500 款。虽然功能强大,但开发过程中仍然存在可用性和错误问题,阻碍了体验。 最新版本优先考虑**打磨和易用性**,旨在巩固 Godot 作为可靠且令人愉悦的游戏引擎,*同时*不牺牲其速度、灵活性和轻量级特性。此次更新是令人印象深刻的协作努力的结果,涉及近 400 名贡献者和超过 2000 次提交。团队对所有贡献者、赞助者、错误报告者和社区成员表示感谢,感谢他们提供的关键支持。

## Godot 4.6 版本总结 Godot 4.6 版本已发布,重点在于工作流程改进。一个主要亮点是引擎内逆向运动学 (IK) 节点的回归,解决了先前系统的不足,并提供了一个更强大的解决方案,但目前文档尚不完善。 另一个重要补充是 LibGodot,允许将 Godot 引擎直接嵌入到自定义应用程序中——这对于自动化测试等任务非常有益,因为它提供了对引擎循环的更大控制权。 讨论围绕 C# 支持展开,一些用户发现由于垃圾回收问题,C# 是一种二等公民语言。另一些用户则报告了使用 C# 和 JetBrains Rider 等工具的积极体验。引擎的可执行文件大小随着时间的推移稳步增加,目前为 79.4MB,但考虑到范围的扩大,这被认为是合理的。 一个反复出现的批评集中在 Godot 优先考虑 GDScript 及其编辑器,这可能会阻碍习惯于其他语言和工具的开发人员的体验。
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原文

Almost 3 years after the 4.0 release, Godot 4 is starting to be a mature engine, including a wide array of features that enable countless developers to publish games in all genres. For example, Steam got over 1,200 new Godot games in 2025, while itch.io consistently gets around 500 new Godot games per week (including game jams, prototypes, etc.).

While every Godot user still has their own favorite missing feature which they’re eagerly awaiting, for the most part the engine is fully capable. But there are still so many minor roadblocks, papercuts, workflow issues or outright bugs which can make the experience of developing and publishing games more painful than we’d like.

So for this release, there was a significant focus on polish and usability, aiming to firmly establish Godot as an engine that you can rely upon, while keeping the iteration speed, lightweightness, and flexibility which make users love it.

Close to 400 contributors were involved in this new feature release, authoring 2,001 (!) commits, and we want to thank them all for their amazing contributions, as well as all users who sponsor the Development Fund, reported bugs, opened proposals, or supported each other on our community platforms.

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