ARVROrigin in Godot 4: it is XROrigin3D now

By Eduardo Orellana · Updated

ARVROrigin is called XROrigin3D in Godot 4, and the rest of the ARVR family moved to XR: ARVRCamera is XRCamera3D and ARVRController is XRController3D. In a Godot 4 project, ARVROrigin.new() fails to parse with Identifier "ARVROrigin" not declared in the current scope. Did you mean to use "XROrigin3D"?.

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What Godot is checking

GDScript resolves every name when the script loads. ARVROrigin is not a class in Godot 4, so the analyzer stops before anything runs, and because the name is in Godot's own table of Godot 3 renames, the message names the replacement.

The converter carries every ARVR class to its XR name. XROrigin3D marks the centre of the tracked play space, with the XRCamera3D and XRController3D nodes as its children; OpenXR is built in and turned on in Project Settings, XR.

Reproduce it

A Godot 3 script that creates a ARVROrigin in code, in a Godot 4 project.

extends Node

func _ready():
	var origin = ARVROrigin.new()
	print(origin)

What Godot 4.7.2 prints

Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org

SCRIPT ERROR: Parse Error: Identifier "ARVROrigin" not declared in the current scope. Did you mean to use "XROrigin3D"?
   at: GDScript::reload (res://answers/arvrorigin-in-godot-4/repro.gd:4)
ERROR: Failed to load script "res://answers/arvrorigin-in-godot-4/repro.gd" with error "Parse error".
   at: load (modules/gdscript/gdscript_resource_format.cpp:46)

Fix it

An XR rig: an XROrigin3D with a camera and a left-hand controller.

extends Node3D

func _ready() -> void:
	var origin := XROrigin3D.new()
	add_child(origin)
	origin.add_child(XRCamera3D.new())
	var hand := XRController3D.new()
	hand.tracker = &"left_hand"
	origin.add_child(hand)
	print(origin.get_class(), " children: ", origin.get_child_count(), ", hand tracker ", hand.tracker)

What the fixed script prints

Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org

XROrigin3D children: 2, hand tracker left_hand

Verified on Godot 4.7.2

Both scripts on this page were run headless on Godot 4.7.2 (4.7.2.stable.mono.official.ed1daf0bf) on 18 October 2026, and the output above is what Godot printed, unedited.

Where the check lives in Godot's source: [gdscript_analyzer.cpp line 4687, the message with its hint](https://github.com/godotengine/godot/blob/4.7.2-stable/modules/gdscript/gdscript_analyzer.cpp#L4687), [renames_map_3_to_4.cpp line 1476, ARVROrigin to XROrigin3D](https://github.com/godotengine/godot/blob/4.7.2-stable/editor/project_upgrade/renames_map_3_to_4.cpp#L1476), [XROrigin3D class reference](https://github.com/godotengine/godot/blob/4.7.2-stable/doc/classes/XROrigin3D.xml).

Questions

How do I start OpenXR?
Turn on Project Settings, XR, OpenXR, Enabled, and set the main viewport's use_xr to true when the interface initialises.
What is ARVRController called?
XRController3D, with tracker set to left_hand or right_hand.