OmniLight in Godot 4: it is OmniLight3D now
By Eduardo Orellana · Updated
OmniLight is called OmniLight3D in Godot 4, and SpotLight and DirectionalLight gained the suffix too. In a Godot 4 project, OmniLight.new() fails to parse with Identifier "OmniLight" not declared in the current scope. Did you mean to use "OmniLight3D"?.
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What Godot is checking
GDScript resolves every name when the script loads. OmniLight 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 OmniLight to OmniLight3D. omni_range and omni_attenuation keep their names; light_energy and light_color are on the Light3D base. Godot 4's lights are physically based, so a Godot 3 scene usually needs its energies retuned.
Reproduce it
A Godot 3 script that creates a OmniLight in code, in a Godot 4 project.
extends Node
func _ready():
var light = OmniLight.new()
print(light)
What Godot 4.7.2 prints
Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org
SCRIPT ERROR: Parse Error: Identifier "OmniLight" not declared in the current scope. Did you mean to use "OmniLight3D"?
at: GDScript::reload (res://answers/omnilight-in-godot-4/repro.gd:4)
ERROR: Failed to load script "res://answers/omnilight-in-godot-4/repro.gd" with error "Parse error".
at: load (modules/gdscript/gdscript_resource_format.cpp:46)Fix it
A warm OmniLight3D with shadows.
extends Node3D
func _ready() -> void:
var light := OmniLight3D.new()
light.omni_range = 8.0
light.light_color = Color(1, 0.8, 0.6)
light.shadow_enabled = true
add_child(light)
print(light.get_class(), " range ", light.omni_range, ", shadows ", light.shadow_enabled)
What the fixed script prints
Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org
OmniLight3D range 8.0, shadows 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 1556, OmniLight to OmniLight3D](https://github.com/godotengine/godot/blob/4.7.2-stable/editor/project_upgrade/renames_map_3_to_4.cpp#L1556), [OmniLight3D class reference](https://github.com/godotengine/godot/blob/4.7.2-stable/doc/classes/OmniLight3D.xml).
Questions
- Why does my scene look darker in Godot 4?
- Lighting, tonemapping and the default environment changed. Retune light_energy and the WorldEnvironment by eye.
- How many omni lights can I use?
- Forward+ clusters lights, so many are fine; the Mobile and Compatibility renderers limit lights per mesh.
Related
- SpotLight in Godot 4: it is SpotLight3D now
- DirectionalLight in Godot 4: it is DirectionalLight3D now
- Every verified Godot 4 answer
- Spatial in Godot 4: Could not find base class "Spatial"
- RayCast in Godot 4: it is RayCast3D now
- Sprite in Godot 4: it is Sprite2D now
- YSort in Godot 4: use y_sort_enabled on a Node2D
- Listener in Godot 4: it is AudioListener3D now
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