[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"package:cask:godot:en":3,"releases:stats:cask:godot:en":651,"related:cask:godot:en":652,"markdown:3:5135:k2yrr7":705},{"accentColor":4,"artifacts":5,"autoUpdates":45,"categories":46,"conflictsWith":52,"dependsOn":56,"deprecated":45,"description":64,"descriptionEn":65,"developer":66,"disabled":45,"displayName":67,"downloadSha256":68,"downloadSize":69,"downloadUrl":70,"editorChoice":45,"formulaeUrl":71,"homepage":72,"iconUrl":73,"installCommand":74,"installs":75,"installs30d":76,"isFont":45,"isLibrary":45,"kegOnly":45,"kind":79,"latestRelease":80,"machineTranslated":45,"name":67,"names":109,"platforms":110,"primaryCategory":622,"rank30d":623,"releaseCount":624,"releaseStats":625,"repoUrl":631,"screenshots":632,"sourceLocale":103,"sourceUrl":640,"summary":641,"summaryTranslation":642,"supports":643,"tags":645,"tap":650,"token":9,"version":108,"versionChangedAt":85},"#478CC0",{"apps":6,"binaries":8,"entries":10,"pkgs":44},[7],"Godot.app",[9],"godot",[11,18,25,33],{"declaration":12,"phase":16,"sources":17,"type":16},{"uninstall":13},[14],{"quit":15},"org.godotengine.godot","uninstall",[],{"declaration":19,"phase":22,"sources":23,"target":21,"type":24},{"app":20,"target":21},[7],"\u002FApplications\u002FGodot.app","install",[7],"app",{"declaration":26,"phase":22,"sources":31,"target":30,"type":32},{"binary":27,"target":30},[28,29],"$APPDIR\u002FGodot.app\u002FContents\u002FMacOS\u002FGodot",{"target":9},"$HOMEBREW_PREFIX\u002Fbin\u002Fgodot",[28],"binary",{"declaration":34,"phase":41,"sources":42,"type":43},{"zap":35},[36],{"trash":37},[38,39,40],"~\u002FLibrary\u002FApplication Support\u002FGodot","~\u002FLibrary\u002FCaches\u002FGodot","~\u002FLibrary\u002FSaved Application State\u002Forg.godotengine.godot.savedState","cleanup",[],"zap",[],false,[47],{"icon":48,"machineTranslated":45,"name":49,"slug":50,"sourceLocale":51},"lucide:code-xml","Developer Tools","developer-tools","zh-CN",{"casks":53,"formulae":55},[54],"godot@3",[],{"arch":57,"casks":60,"formulae":61,"requirements":62},[58,59],"arm64","x86_64",[],[],{"macos":63},{},"Godot is a free, open-source2D and3D game engine and editor developed by the Godot community with support from the Godot Foundation. It is suitable for independent creators, educators and teams building interactive applications and games with a scene\u002Fnode-based workflow. This cask installs the standard Godot editor, not the separate .NET build.\n\n## Features\n- Dedicated2D and3D editing, scene composition and reusable nodes\u002Fresources.\n- GDScript scripting, signals, a debugger and profiling tools.\n- Animation, physics, audio, navigation, particles, shaders and UI authoring.\n- Multiple rendering paths for modern graphics or broader compatibility.\n- Asset import, extension\u002Fplugin workflows and an integrated Asset Store.\n- Export supported projects to desktop, mobile and web targets with the appropriate templates and toolchains.\n\n## Install and first project\nInstall `brew install --cask godot`, or unzip the official universal macOS download and move the app to Applications. Open Project Manager, create or import a project and select a renderer appropriate for the machine and project. The cask also exposes the editor executable as the `godot` launcher. Standard GDScript work does not require installing .NET. For C# development, choose the separate .NET-enabled distribution and matching SDK requirements instead.\n\nDownload matching export templates before exporting. Platform SDKs, signing credentials and mobile build toolchains can be additional requirements. Before upgrading an existing project across feature releases, make a backup\u002Fversion-control checkpoint and read the migration guide; editor compatibility does not guarantee every plugin or rendering result is unchanged.\n\n## System requirements and platform support\nThe official4.7 requirements specify an Intel x86_64 or Apple Silicon Mac, macOS11+ for Intel and macOS13+ for Apple Silicon,4GB RAM for the native editor, and8GB for the web editor. Renderer GPU requirements differ: Forward+ and Mobile require suitable Vulkan-capable graphics, while Compatibility targets OpenGL3.3-class support; platform-specific graphics backends and limitations still apply. Choose the documented renderer for your device instead of treating all hardware as equivalent. Recommended native-editor memory is8GB and larger projects can need considerably more.\n\nThe requirements guide lists200MB baseline storage for executable\u002Fproject\u002Fcache and separate export templates that can occupy up to1.5GB, depending on targets. This is a baseline rather than a promise for every project. The actual4.7.2 universal Mac ZIP is170,622,178 bytes according to its official release asset; downloaded archive size is distinct from installed tools, imported assets and caches.\n\nNative editor distributions also exist for Windows and Linux, and a web editor and Android editor have separate constraints. This macOS cask does not install them. Exported games can target supported desktop\u002Fmobile\u002Fweb platforms, but editor host support and export support are different. Console deployment needs the console vendor's authorization\u002FSDK and a suitable port or provider; do not assume the public editor contains proprietary console SDKs.\n\n## Dependencies, conflicts and maintenance\nThe cask does not declare an additional formula dependency or a universal conflicting cask. The standard editor bundles the engine; export templates, optional extensions, .NET requirements and target SDKs remain separate. Assets and add-ons have their own licenses and may depend on a particular Godot version. Graphics-driver and renderer compatibility can cause problems independent of package installation. Project import creates generated cache data; keep source assets, scripts and project files in backups and version control.\n\nPlugins and imported projects can execute code, so review their origin and permissions. The engine does not require a core cloud account for local editing or local exports. Network services, online assets and publishing platforms can require accounts independently. Review Homebrew cleanup behavior before deleting application-support data; removing the editor is not a substitute for deliberately managing project folders.\n\n## Costs, accounts and licensing\nGodot is free to use, including commercial projects, without engine subscription fees or royalties. Donations support development but are not required to unlock the editor. The engine uses the MIT license with required copyright\u002Flicense notices, and bundled third-party components retain their respective notices. Your game need not use the MIT license solely because it uses Godot. Assets, fonts, music, plugins, target SDKs, store publishing and external services can carry independent terms or costs.\n\n## Official references\n- [Engine source and license](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot)\n- [Godot4.7 system requirements](https:\u002F\u002Fdocs.godotengine.org\u002Fen\u002F4.7\u002Fabout\u002Fsystem_requirements.html)\n- [Official downloads](https:\u002F\u002Fgodotengine.org\u002Fdownload\u002Fmacos\u002F)\n- [Godot4.7 release and migration guide](https:\u002F\u002Fgodotengine.org\u002Freleases\u002F4.7\u002F)\n- [Official release archives](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot-builds\u002Freleases)\n","2D and 3D game engine","Godot community and Godot Foundation","Godot Engine","c58a24e31d720be9d62f60cb5627c4e695fb72f21b0cfe1bc9ccaa9a3b3ba63e",170622178,"https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Freleases\u002Fdownload\u002F4.7.2-stable\u002FGodot_v4.7.2-stable_macos.universal.zip","https:\u002F\u002Fformulae.brew.sh\u002Fcask\u002Fgodot","https:\u002F\u002Fgodotengine.org\u002F","https:\u002F\u002Fcdn.opennavo.com\u002Ficons\u002Fuploads\u002Fcc881332ee52\u002F5ed650bf42ef-256.png","brew install --cask godot",{"d30":76,"d365":77,"d90":78},4196,35995,16190,"cask",{"bodyMarkdown":81,"brewCommittedAt":82,"hasNotes":83,"id":84,"isLatest":83,"isPrerelease":45,"machineTranslated":45,"publishedAt":85,"sections":86,"source":102,"sourceLocale":103,"summary":104,"title":105,"translation":106,"version":108},"# Godot 4.7.2\n\nFixes tile\u002Feditor crashes, shader and shadow problems, macOS window\u002Finput handling and Windows high-polling mouse performance.\n\n## 4.7.2 - 2026-08-17\n\n#### 2D\n\n- Don't create new proxy object for the same tile ([GH-120517](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F120517)).\n- Fix use-after-free crash in `TileSetAtlasSourceEditor` ([GH-120548](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F120548)).\n\n#### 3D\n\n- Ensure key is erased in hashmap `instance_shader_parameters` instead of value ([GH-121259](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121259)).\n- Fix 3D ruler tool tooltip ([GH-120890](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F120890)).\n\n#### Assetlib\n\n- Asset Store: Fix image width on different Editor Scales ([GH-121470](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121470)).\n\n#### Buildsystem\n\n- CI: Update all GitHub Actions to latest versions ([GH-121767](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121767)).\n- Fix building Android Editor with separate arches ([GH-122186](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F122186)).\n- Ping `master` cache after saving cache ([GH-121973](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121973)).\n\n#### Codestyle\n\n- Fix more MSVC warnings for potential mod by 0 (C4724) ([GH-121746](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121746)).\n\n#### Core\n\n- Android: Play store crash investigations ([GH-121146](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121146)).\n- Fix `Color::hash()` hashing the red component twice ([GH-121237](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121237)).\n- Fix crash when failing to open log file for writing ([GH-121926](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121926)).\n- Fix regressions to the Android editor introduced by #121670 ([GH-121917](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121917)).\n- Forbid negative weights in `RandomPCG::rand_weighted` ([GH-120004](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F120004)).\n- Update `DirAccess::create_temp` to not fail on empty `prefix` parameter ([GH-121315](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121315)).\n\n#### Documentation\n\n- Fix and improve Light3D bake mode descriptions ([GH-120599](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F120599)).\n- Fix incorrect note about `DisplayServer.screen_get_max_scale()` only working on macOS ([GH-122139](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F122139)).\n\n#### Editor\n\n- Don't auto-translate favorite nodes ([GH-122260](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F122260)).\n- Fix axis inversion setting for 3D navigation ([GH-121212](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121212)).\n- Fix godot crash in SpriteFrames in the AnimatedSprite2D and 3D ([GH-120792](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F120792)).\n- Fix incorrect freed autoload check ([GH-121509](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121509)).\n- Fix leaks from expanded Array and Dict from parentless buttons on invisible slots ([GH-121036](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121036)).\n- Fix Script Editor tab name for translated class ref ([GH-121333](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121333)).\n- Fix Script Editor zoom factor not being applied on editor start ([GH-121251](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121251)).\n- Fix Visual Profiler cursor not appearing when graph is partially filled ([GH-118294](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F118294)).\n- Remove `emscripten_cancel_main_loop` from web `exit_callback` ([GH-122056](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F122056)).\n\n#### GDExtension\n\n- Fix `register_extension_class` never iterating parents for exposed checks ([GH-120985](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F120985)).\n\n#### GDScript\n\n- Editor: Fix autocomplete icon for `CODE_COMPLETION_KIND_CLASS` ([GH-121466](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121466)).\n\n#### GUI\n\n- Fix `BaseButton` input when `enable_long_press_as_right_click` is true ([GH-120962](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F120962)).\n- Fix children's `parent_maximum_size_cache` unable to update twice in a frame ([GH-120984](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F120984)).\n- Prevent stale updates to parent maximum size cache ([GH-120002](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F120002)).\n\n#### Import\n\n- Add null fail condition to append_gltf_node ([GH-121360](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121360)).\n- Fix `GLTFDocument.import_object_model_property` crash ([GH-121304](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121304)).\n\n#### Input\n\n- Fix performance issues when moving the mouse with high polling rate on Windows ([GH-109639](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F109639)).\n- Fix simultaneous shift release ([GH-120327](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F120327)).\n- Wayland: Fix IME popup position under fractional scaling on KDE Plasma ([GH-121571](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121571)).\n\n#### Multiplayer\n\n- Fix peers stopping replication on deleting node they spawned with MultiplayerSpawner ([GH-109864](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F109864)).\n\n#### Navigation\n\n- Fix debug `NavigationRegion3D` colors not updating until project re-start ([GH-120939](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F120939)).\n\n#### Network\n\n- mbedTLS: Always use Godot's OS as entropy source ([GH-121759](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121759)).\n\n#### Platforms\n\n- [WinRT, 4.7] Add exception handling to `DispatcherQueueOptions` init ([GH-122261](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F122261)).\n- Avoid running `GetVolumeInformationW` on network drives ([GH-121192](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121192)).\n- Fix copy paste error in macos mediaKeyEvent handler ([GH-121225](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121225)).\n- macOS: Fix initial window flags ([GH-120533](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F120533)).\n- Make it impossible to have more than one main thread, and don't release unnecessarily ([GH-121161](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121161)).\n- Wayland: Improve pointer constraining ([GH-120647](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F120647)).\n- Windows: Clean WinRT window data pointer when it is erased ([GH-121858](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121858)).\n\n#### Rendering\n\n- Android: Fix issue causing the engine to crash when starting while the screen is off ([GH-121670](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121670)).\n- Fix local billboard particles running copy twice ([GH-120859](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F120859)).\n- Fix PCSS shadows using shadow range begin in the wrong space ([GH-120774](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F120774)).\n- Render: Crash Fix use-after-return instance shader parameter lists ([GH-120858](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F120858)).\n\n#### Thirdparty\n\n- Update AccessKit to 0.22.3 ([GH-121393](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fpull\u002F121393)).\n\n\n\n[Full official tagged changelog](https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\u002Fblob\u002F4.7.2-stable\u002FCHANGELOG.md) · [Interactive changelog](https:\u002F\u002Fgodotengine.github.io\u002Fgodot-interactive-changelog\u002F#4.7.2).\n","2026-08-18T19:15:15Z",true,518,"2026-10-07T09:38:36.653349Z",[87,92,97],{"area":88,"items":89},"Editor",[90,91],"Fix tile atlas and SpriteFrames crashes and script zoom restoration.","Fix3D navigation inversion, profiler cursor and array\u002Fdictionary leaks.",{"area":93,"items":94},"Rendering",[95,96],"Fix 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targets.",{"locale":103,"machineTranslated":45,"sourceLocale":103,"status":107},{"arm64":83,"requiresRosetta":45,"status":644,"x86_64":83},"known",[646,647,648,649],"Godot","GDScript","GDExtension","MIT","homebrew\u002Fcask",null,[653,664,675,686,697],{"accentColor":654,"autoUpdates":83,"deprecated":45,"disabled":45,"displayName":655,"editorChoice":45,"iconUrl":656,"installs30d":657,"isFont":45,"isLibrary":45,"kind":79,"machineTranslated":45,"name":655,"primaryCategory":658,"rank30d":659,"sourceLocale":103,"summary":660,"token":661,"version":662,"versionChangedAt":663},"#3A8CF3","Google Antigravity CLI","https:\u002F\u002Fcdn.opennavo.com\u002Ficons\u002Fuploads\u002F44e2199f65e2\u002F70b10d3ffca5-256.png",3959,{"icon":48,"machineTranslated":45,"name":49,"slug":50,"sourceLocale":51},51,"Google’s terminal coding agent for code exploration, multi-file changes, custom agents and connected tools, with interactive and remote workflows.","antigravity-cli","1.3.1,4582356770750464","2026-10-07T09:38:25.801627Z",{"accentColor":665,"autoUpdates":83,"deprecated":45,"disabled":45,"displayName":666,"editorChoice":45,"iconUrl":667,"installs30d":668,"isFont":45,"isLibrary":45,"kind":79,"machineTranslated":45,"name":666,"primaryCategory":669,"rank30d":670,"sourceLocale":103,"summary":671,"token":672,"version":673,"versionChangedAt":674},"#E68C53","CC Switch","https:\u002F\u002Fcdn.opennavo.com\u002Ficons\u002Fuploads\u002Fefbe73b4642d\u002F50e788e99f3b-256.png",2774,{"icon":48,"machineTranslated":45,"name":49,"slug":50,"sourceLocale":51},70,"Desktop manager for AI coding-tool providers, local routing, model aggregation, MCP, skills, prompts, sessions and usage.","cc-switch","4.0.4","2026-10-07T14:00:21.503962Z",{"accentColor":676,"autoUpdates":83,"deprecated":45,"disabled":45,"displayName":677,"editorChoice":45,"iconUrl":678,"installs30d":679,"isFont":45,"isLibrary":45,"kind":79,"machineTranslated":45,"name":677,"primaryCategory":680,"rank30d":681,"sourceLocale":103,"summary":682,"token":683,"version":684,"versionChangedAt":685},"#FE981F","Sublime Text","https:\u002F\u002Fcdn.opennavo.com\u002Ficons\u002Fuploads\u002Fe0a5324f805b\u002F6d58dec42623-256.png",3052,{"icon":48,"machineTranslated":45,"name":49,"slug":50,"sourceLocale":51},67,"Fast desktop text and source-code editor with multiple selections, project navigation, syntax highlighting, build-system integration and Python-based extensions.","sublime-text","4215","2026-10-07T09:38:42.722922Z",{"accentColor":687,"autoUpdates":83,"deprecated":45,"disabled":45,"displayName":688,"editorChoice":45,"iconUrl":689,"installs30d":690,"isFont":45,"isLibrary":45,"kind":79,"machineTranslated":45,"name":688,"primaryCategory":691,"rank30d":692,"sourceLocale":103,"summary":693,"token":694,"version":695,"versionChangedAt":696},"#F2A642","Bruno","https:\u002F\u002Fcdn.opennavo.com\u002Ficons\u002Fuploads\u002Fce3abc10a723\u002F6ae4effc8ebf-256.png",2626,{"icon":48,"machineTranslated":45,"name":49,"slug":50,"sourceLocale":51},76,"Local-first desktop API client for REST, GraphQL and gRPC testing, with file-based collections that fit Git workflows.","bruno","4.2.1","2026-10-07T09:38:27.243348Z",{"autoUpdates":45,"deprecated":45,"disabled":45,"displayName":698,"editorChoice":45,"installs30d":699,"isFont":45,"isLibrary":45,"kind":79,"machineTranslated":45,"name":698,"primaryCategory":700,"rank30d":701,"sourceLocale":103,"summary":702,"token":703,"version":704,"versionChangedAt":663},"BasicTeX",2535,{"icon":48,"machineTranslated":45,"name":49,"slug":50,"sourceLocale":51},79,"Compact macOS TeX and LaTeX distribution with core typesetting tools; add packages and a separate editor as needed.","basictex","2026.0301","\u003Cp>Godot is a free, open-source2D and3D game engine and editor developed by the Godot community with support from the Godot Foundation. It is suitable for independent creators, educators and teams building interactive applications and games with a scene\u002Fnode-based workflow. This cask installs the standard Godot editor, not the separate .NET build.\u003C\u002Fp>\n\u003Ch3 class=\"on-md-heading-1\">Features\u003C\u002Fh3>\n\u003Cul>\n\u003Cli>Dedicated2D and3D editing, scene composition and reusable nodes\u002Fresources.\u003C\u002Fli>\n\u003Cli>GDScript scripting, signals, a debugger and profiling tools.\u003C\u002Fli>\n\u003Cli>Animation, physics, audio, navigation, particles, shaders and UI authoring.\u003C\u002Fli>\n\u003Cli>Multiple rendering paths for modern graphics or broader compatibility.\u003C\u002Fli>\n\u003Cli>Asset import, extension\u002Fplugin workflows and an integrated Asset Store.\u003C\u002Fli>\n\u003Cli>Export supported projects to desktop, mobile and web targets with the appropriate templates and toolchains.\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch3 class=\"on-md-heading-1\">Install and first project\u003C\u002Fh3>\n\u003Cp>Install \u003Ccode>brew install --cask godot\u003C\u002Fcode>, or unzip the official universal macOS download and move the app to Applications. Open Project Manager, create or import a project and select a renderer appropriate for the machine and project. The cask also exposes the editor executable as the \u003Ccode>godot\u003C\u002Fcode> launcher. Standard GDScript work does not require installing .NET. For C# development, choose the separate .NET-enabled distribution and matching SDK requirements instead.\u003C\u002Fp>\n\u003Cp>Download matching export templates before exporting. Platform SDKs, signing credentials and mobile build toolchains can be additional requirements. Before upgrading an existing project across feature releases, make a backup\u002Fversion-control checkpoint and read the migration guide; editor compatibility does not guarantee every plugin or rendering result is unchanged.\u003C\u002Fp>\n\u003Ch3 class=\"on-md-heading-1\">System requirements and platform support\u003C\u002Fh3>\n\u003Cp>The official4.7 requirements specify an Intel x86_64 or Apple Silicon Mac, macOS11+ for Intel and macOS13+ for Apple Silicon,4GB RAM for the native editor, and8GB for the web editor. Renderer GPU requirements differ: Forward+ and Mobile require suitable Vulkan-capable graphics, while Compatibility targets OpenGL3.3-class support; platform-specific graphics backends and limitations still apply. Choose the documented renderer for your device instead of treating all hardware as equivalent. Recommended native-editor memory is8GB and larger projects can need considerably more.\u003C\u002Fp>\n\u003Cp>The requirements guide lists200MB baseline storage for executable\u002Fproject\u002Fcache and separate export templates that can occupy up to1.5GB, depending on targets. This is a baseline rather than a promise for every project. The actual4.7.2 universal Mac ZIP is170,622,178 bytes according to its official release asset; downloaded archive size is distinct from installed tools, imported assets and caches.\u003C\u002Fp>\n\u003Cp>Native editor distributions also exist for Windows and Linux, and a web editor and Android editor have separate constraints. This macOS cask does not install them. Exported games can target supported desktop\u002Fmobile\u002Fweb platforms, but editor host support and export support are different. Console deployment needs the console vendor's authorization\u002FSDK and a suitable port or provider; do not assume the public editor contains proprietary console SDKs.\u003C\u002Fp>\n\u003Ch3 class=\"on-md-heading-1\">Dependencies, conflicts and maintenance\u003C\u002Fh3>\n\u003Cp>The cask does not declare an additional formula dependency or a universal conflicting cask. The standard editor bundles the engine; export templates, optional extensions, .NET requirements and target SDKs remain separate. Assets and add-ons have their own licenses and may depend on a particular Godot version. Graphics-driver and renderer compatibility can cause problems independent of package installation. Project import creates generated cache data; keep source assets, scripts and project files in backups and version control.\u003C\u002Fp>\n\u003Cp>Plugins and imported projects can execute code, so review their origin and permissions. The engine does not require a core cloud account for local editing or local exports. Network services, online assets and publishing platforms can require accounts independently. Review Homebrew cleanup behavior before deleting application-support data; removing the editor is not a substitute for deliberately managing project folders.\u003C\u002Fp>\n\u003Ch3 class=\"on-md-heading-1\">Costs, accounts and licensing\u003C\u002Fh3>\n\u003Cp>Godot is free to use, including commercial projects, without engine subscription fees or royalties. Donations support development but are not required to unlock the editor. The engine uses the MIT license with required copyright\u002Flicense notices, and bundled third-party components retain their respective notices. Your game need not use the MIT license solely because it uses Godot. Assets, fonts, music, plugins, target SDKs, store publishing and external services can carry independent terms or costs.\u003C\u002Fp>\n\u003Ch3 class=\"on-md-heading-1\">Official references\u003C\u002Fh3>\n\u003Cul>\n\u003Cli>\u003Ca href=\"https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot\" target=\"_blank\" rel=\"noopener noreferrer\">Engine source and license\u003C\u002Fa>\u003C\u002Fli>\n\u003Cli>\u003Ca href=\"https:\u002F\u002Fdocs.godotengine.org\u002Fen\u002F4.7\u002Fabout\u002Fsystem_requirements.html\" target=\"_blank\" rel=\"noopener noreferrer\">Godot4.7 system requirements\u003C\u002Fa>\u003C\u002Fli>\n\u003Cli>\u003Ca href=\"https:\u002F\u002Fgodotengine.org\u002Fdownload\u002Fmacos\u002F\" target=\"_blank\" rel=\"noopener noreferrer\">Official downloads\u003C\u002Fa>\u003C\u002Fli>\n\u003Cli>\u003Ca href=\"https:\u002F\u002Fgodotengine.org\u002Freleases\u002F4.7\u002F\" target=\"_blank\" rel=\"noopener noreferrer\">Godot4.7 release and migration guide\u003C\u002Fa>\u003C\u002Fli>\n\u003Cli>\u003Ca href=\"https:\u002F\u002Fgithub.com\u002Fgodotengine\u002Fgodot-builds\u002Freleases\" target=\"_blank\" rel=\"noopener noreferrer\">Official release archives\u003C\u002Fa>\u003C\u002Fli>\n\u003C\u002Ful>\n"]