Godot Daily: Android Reliability and Canvas Transform Fixes

Three Android fixes and a cluster of 2D editor corrections landed November 11th, alongside rendering accuracy work on Metal and particles. The pattern is platform reliability and editor trust.

Duration: PT2M32S

Episode overview

This episode is a short developer briefing from Godot Daily.

It explains recent repository work in plain language.

  • Show: Godot Daily
  • Published: 2026-11-12T06:04:02Z
  • Audio duration: PT2M32S

Transcript excerpt

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Hello, it's Thursday, November 12th, 2026, and this is Godot Daily.

The lead pattern is platform reliability. Three Android fixes merged together, paired with corrections to make 2D editor interaction match what developers see on screen.

First, Android. PR 125319 fixes Android SDK Manager setup issues on Windows, which had been blocking export setup. PR 125313 fixes a stack overflow when loading unconfigured Java class components, preventing a hard crash during startup probing. And PR 125343 fixes hover event dispatch to the engine, restoring…

Second, 2D canvas correctness. PR 125229 fixes interaction with remote canvas items when subwindow embedding is disabled or stretch scale is not one, and improves remote gizmos tracking editor scale. PR 125282 fixes the canvas editor's local space toggle starting off but appearing on. Watching this theme, open PR…

Third, rendering and runtime stability. PR 125196 fixes Metal GPU timestamps reading high by ordering timestamp encoders across command buffers and removing unneeded CPU to GPU calibration, since Apple counters are already in nanoseconds. That means more accurate per-frame GPU profiling on Mac. PR 124463 stops…

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Nearby episodes from Godot Daily

  1. Android Orientation and Editor Reliability Fixes
  2. Core Safety Fix Tops Polish Day
  3. Signal Hash Fix and Editor Stability Push
  4. MSAA Resolve Fix and Core Hardening
  5. Weekly Recap - Third-Party Sync and Platform Stability
  6. Sanitizer Hardening, Faster Core Paths and Codec Updates
  7. Rendering Reliability and Platform Correctness
  8. Split Editor View and Rendering Parity Push