VisibilityEnabler2D in Godot 4: it is VisibleOnScreenEnabler2D now

By Eduardo Orellana · Updated

VisibilityEnabler2D is called VisibleOnScreenEnabler2D in Godot 4, and it now enables one target node instead of a list of flags. In a Godot 4 project, VisibilityEnabler2D.new() fails to parse with Identifier "VisibilityEnabler2D" not declared in the current scope. Did you mean to use "VisibleOnScreenEnabler2D"?.

AppImage, x86_64. Ubuntu 22.04, Debian 12, Fedora 39 or newer.

Intel or AMD Chromebook, with Linux turned on.

Download for macOSDownload for Windows

What Godot is checking

GDScript resolves every name when the script loads. VisibilityEnabler2D 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 VisibilityEnabler2D to VisibleOnScreenEnabler2D. enable_node_path points at the node to switch, its parent by default, and enable_mode decides how: inherit, always or when paused. Off screen the target is disabled, so enemies far away stop processing.

Reproduce it

A Godot 3 script that creates a VisibilityEnabler2D in code, in a Godot 4 project.

extends Node

func _ready():
	var enabler = VisibilityEnabler2D.new()
	print(enabler)

What Godot 4.7.2 prints

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

SCRIPT ERROR: Parse Error: Identifier "VisibilityEnabler2D" not declared in the current scope. Did you mean to use "VisibleOnScreenEnabler2D"?
   at: GDScript::reload (res://answers/visibilityenabler2d-in-godot-4/repro.gd:4)
ERROR: Failed to load script "res://answers/visibilityenabler2d-in-godot-4/repro.gd" with error "Parse error".
   at: load (modules/gdscript/gdscript_resource_format.cpp:46)

Fix it

An enabler that switches its parent on and off with the screen.

extends Node2D

func _ready() -> void:
	var enabler := VisibleOnScreenEnabler2D.new()
	enabler.rect = Rect2(-16, -16, 32, 32)
	add_child(enabler)
	print(enabler.get_class(), " target ", enabler.enable_node_path, ", mode ", enabler.enable_mode == VisibleOnScreenEnabler2D.ENABLE_MODE_INHERIT)

What the fixed script prints

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

VisibleOnScreenEnabler2D target .., mode 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 1623, VisibilityEnabler2D to VisibleOnScreenEnabler2D](https://github.com/godotengine/godot/blob/4.7.2-stable/editor/project_upgrade/renames_map_3_to_4.cpp#L1623), [VisibleOnScreenEnabler2D class reference](https://github.com/godotengine/godot/blob/4.7.2-stable/doc/classes/VisibleOnScreenEnabler2D.xml).

Questions

What does it disable?
The target node's processing, through its process_mode. It does not hide it.
Is there a 3D one?
VisibleOnScreenEnabler3D, Godot 3's VisibilityEnabler.