CollisionShape in Godot 4: it is CollisionShape3D now
By Eduardo Orellana · Updated
CollisionShape is called CollisionShape3D in Godot 4, and the shapes it holds gained the suffix too: BoxShape is BoxShape3D. In a Godot 4 project, CollisionShape.new() fails to parse with Identifier "CollisionShape" not declared in the current scope. Did you mean to use "CollisionShape3D"?.
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What Godot is checking
GDScript resolves every name when the script loads. CollisionShape 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 CollisionShape to CollisionShape3D, and BoxShape, SphereShape, CapsuleShape and RayShape to their 3D names (RayShape became SeparationRayShape3D). disabled still turns the shape off; inside a physics callback set it with set_deferred().
Reproduce it
A Godot 3 script that creates a CollisionShape in code, in a Godot 4 project.
extends Node
func _ready():
var shape = CollisionShape.new()
print(shape)
What Godot 4.7.2 prints
Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org
SCRIPT ERROR: Parse Error: Identifier "CollisionShape" not declared in the current scope. Did you mean to use "CollisionShape3D"?
at: GDScript::reload (res://answers/collisionshape-in-godot-4/repro.gd:4)
ERROR: Failed to load script "res://answers/collisionshape-in-godot-4/repro.gd" with error "Parse error".
at: load (modules/gdscript/gdscript_resource_format.cpp:46)Fix it
A CollisionShape3D with a SphereShape3D, disabled the safe way.
extends Node3D
func _ready() -> void:
var shape := CollisionShape3D.new()
var sphere := SphereShape3D.new()
sphere.radius = 0.5
shape.shape = sphere
add_child(shape)
shape.set_deferred("disabled", true)
await get_tree().process_frame
print(shape.shape.get_class(), " r=", sphere.radius, ", disabled: ", shape.disabled)
What the fixed script prints
Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org
SphereShape3D r=0.5, disabled: trueVerified 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 1503, CollisionShape to CollisionShape3D](https://github.com/godotengine/godot/blob/4.7.2-stable/editor/project_upgrade/renames_map_3_to_4.cpp#L1503), [CollisionShape3D class reference](https://github.com/godotengine/godot/blob/4.7.2-stable/doc/classes/CollisionShape3D.xml).
Questions
- What is the 2D version?
- CollisionShape2D, unchanged, with RectangleShape2D, CircleShape2D and the other 2D shapes.
- Why must I use set_deferred() for disabled?
- Inside body_entered and similar callbacks the physics server is flushing queries and refuses state changes.
Related
- StaticBody in Godot 4: it is StaticBody3D now
- Can't change this state while flushing queries
- Every verified Godot 4 answer
- Area in Godot 4: it is Area3D now
- ClippedCamera in Godot 4: use a SpringArm3D with a Camera3D
- PhysicsTestMotionResult in Godot 4: Identifier "PhysicsTestMotionResult" not declared
- How to disable and enable a node in Godot 4: process_mode
- CSGSphere in Godot 4: it is CSGSphere3D now
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