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"?.
AppImage, x86_64. Ubuntu 22.04, Debian 12, Fedora 39 or newer.
Intel or AMD Chromebook, with Linux turned on.
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: falseVerified 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.
Related
- BakedLightmap in Godot 4: it is LightmapGI now
- SpatialMaterial in Godot 4: it is StandardMaterial3D now
- Every verified Godot 4 answer
- Path in Godot 4: it is Path3D now
- Sprite in Godot 4: it is Sprite2D now
- Spatial in Godot 4: Could not find base class "Spatial"
- ToolButton in Godot 4: use a flat Button
- Identifier "…" not declared in the current scope in Godot 4
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