SpatialMaterial in Godot 4: it is StandardMaterial3D now
By Eduardo Orellana · Updated
SpatialMaterial is called StandardMaterial3D in Godot 4, and ORMMaterial3D is the variant that reads one packed occlusion-roughness-metallic texture. In a Godot 4 project, SpatialMaterial.new() fails to parse with Identifier "SpatialMaterial" not declared in the current scope. Did you mean to use "StandardMaterial3D"?.
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. SpatialMaterial 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 SpatialMaterial to StandardMaterial3D. albedo_color, albedo_texture, metallic, roughness and emission keep their names; flags such as flags_unshaded became shading_mode, and flags_transparent became transparency.
Reproduce it
A Godot 3 script that creates a SpatialMaterial in code, in a Godot 4 project.
extends Node
func _ready():
var material = SpatialMaterial.new()
print(material)
What Godot 4.7.2 prints
Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org
SCRIPT ERROR: Parse Error: Identifier "SpatialMaterial" not declared in the current scope. Did you mean to use "StandardMaterial3D"?
at: GDScript::reload (res://answers/spatialmaterial-in-godot-4/repro.gd:4)
ERROR: Failed to load script "res://answers/spatialmaterial-in-godot-4/repro.gd" with error "Parse error".
at: load (modules/gdscript/gdscript_resource_format.cpp:46)Fix it
An unshaded, translucent red StandardMaterial3D.
extends Node
func _ready() -> void:
var material := StandardMaterial3D.new()
material.albedo_color = Color(1, 0, 0, 0.5)
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
print(material.get_class(), " ", material.albedo_color, ", roughness ", material.roughness)
What the fixed script prints
Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org
StandardMaterial3D (1.0, 0.0, 0.0, 0.5), roughness 1.0Verified 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 1597, SpatialMaterial to StandardMaterial3D](https://github.com/godotengine/godot/blob/4.7.2-stable/editor/project_upgrade/renames_map_3_to_4.cpp#L1597), [StandardMaterial3D class reference](https://github.com/godotengine/godot/blob/4.7.2-stable/doc/classes/StandardMaterial3D.xml).
Questions
- How do I make a material glow?
- Turn on emission_enabled and set emission; add glow in the WorldEnvironment to see it bloom.
- Is there a 2D equivalent?
- CanvasItemMaterial for blend modes and lighting on 2D nodes, or a ShaderMaterial.
Related
- MeshInstance in Godot 4: it is MeshInstance3D now
- Spatial in Godot 4: it is Node3D now, and translation is position
- Every verified Godot 4 answer
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- Identifier "…" not declared in the current scope in Godot 4
- RayCast in Godot 4: it is RayCast3D now
- OmniLight in Godot 4: it is OmniLight3D now
- ToolButton in Godot 4: use a flat Button
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