GIProbe in Godot 4: it is VoxelGI now

By Eduardo Orellana · Updated

GIProbe is called VoxelGI in Godot 4. Godot 4 also adds SDFGI for large worlds, and BakedLightmap is LightmapGI. In a Godot 4 project, GIProbe.new() fails to parse with Identifier "GIProbe" not declared in the current scope. Did you mean to use "VoxelGI"?.

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What Godot is checking

GDScript resolves every name when the script loads. GIProbe 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 GIProbe to VoxelGI and GIProbeData to VoxelGIData. A VoxelGI covers the box set by size and is baked with bake() or the toolbar button; SDFGI, set on the WorldEnvironment, needs no baking.

Reproduce it

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

extends Node

func _ready():
	var probe = GIProbe.new()
	print(probe)

What Godot 4.7.2 prints

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

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

Fix it

A VoxelGI sized to a 20 metre room.

extends Node3D

func _ready() -> void:
	var probe := VoxelGI.new()
	probe.size = Vector3(20, 8, 20)
	probe.subdiv = VoxelGI.SUBDIV_128
	add_child(probe)
	print(probe.get_class(), " size ", probe.size, ", baked: ", probe.data != null)

What the fixed script prints

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

VoxelGI size (20.0, 8.0, 20.0), baked: false

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 1520, GIProbe to VoxelGI](https://github.com/godotengine/godot/blob/4.7.2-stable/editor/project_upgrade/renames_map_3_to_4.cpp#L1520), [VoxelGI class reference](https://github.com/godotengine/godot/blob/4.7.2-stable/doc/classes/VoxelGI.xml).

Questions

Which GI should I use?
VoxelGI for small interiors, SDFGI for large open scenes on Forward+, LightmapGI for the best quality on static geometry and on the Compatibility renderer.
Does VoxelGI work on the Compatibility renderer?
No; it needs Forward+ or Mobile. LightmapGI works on all three.