Camera in Godot 4: it is Camera3D now

By Eduardo Orellana · Updated

Camera is called Camera3D in Godot 4, and ClippedCamera is gone in favour of SpringArm3D. In a Godot 4 project, extends Camera fails to parse with Could not find base class "Camera".

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What Godot is checking

GDScript resolves the class after extends when the script loads. Camera is not a class in Godot 4, so the script fails to parse and nothing in it runs.

The converter carries Camera to Camera3D and ClippedCamera to Camera3D too. make_current() and the current property select the active camera as before; fov is still in degrees.

Reproduce it

A Godot 3 script that extends Camera, in a Godot 4 project. The scene is one Node carrying it.

extends Camera

func _ready():
	print("ready")

What Godot 4.7.2 prints

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

SCRIPT ERROR: Parse Error: Could not find base class "Camera".
   at: GDScript::reload (res://answers/camera-in-godot-4/repro.gd:1)
ERROR: Failed to load script "res://answers/camera-in-godot-4/repro.gd" with error "Parse error".
   at: load (modules/gdscript/gdscript_resource_format.cpp:46)

Fix it

A Camera3D script that sets its field of view.

extends Camera3D

func _ready() -> void:
	fov = 60.0
	print(get_class(), " fov ", fov, ", far ", far)

What the fixed script prints

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

Camera3D fov 60.0, far 4000.0

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: [renames_map_3_to_4.cpp line 1465, Camera to Camera3D](https://github.com/godotengine/godot/blob/4.7.2-stable/editor/project_upgrade/renames_map_3_to_4.cpp#L1465), [Camera3D class reference](https://github.com/godotengine/godot/blob/4.7.2-stable/doc/classes/Camera3D.xml).

Questions

How do I keep a third-person camera out of walls?
Put the Camera3D under a SpringArm3D, which casts toward the camera and pulls it in when something is in the way.
What is the 2D camera called?
Camera2D, unchanged, though its current property became enabled with make_current().