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: true

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 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.