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GridMap

Inherits: Node3D < Node < Object

Node for 3D tile-based maps.

Description

GridMap lets you place meshes on a grid interactively. It works both from the editor and from scripts, which can help you create in-game level editors.

GridMaps use a MeshLibrary which contains a list of tiles. Each tile is a mesh with materials plus optional collision and navigation shapes.

A GridMap contains a collection of cells. Each grid cell refers to a tile in the MeshLibrary. All cells in the map have the same dimensions.

Internally, a GridMap is split into a sparse collection of octants for efficient rendering and physics processing. Every octant has the same dimensions and can contain several cells.

Note: GridMap doesn't extend VisualInstance3D and therefore can't be hidden or cull masked based on VisualInstance3D.layers. If you make a light not affect the first layer, the whole GridMap won't be lit by the light in question.

Tutorials

Properties

bool

bake_navigation

false

bool

cell_center_x

true

bool

cell_center_y

true

bool

cell_center_z

true

int

cell_octant_size

8

float

cell_scale

1.0

Vector3

cell_size

Vector3(2, 2, 2)

int

collision_layer

1

int

collision_mask

1

float

collision_priority

1.0

MeshLibrary

mesh_library

PhysicsMaterial

physics_material

Methods

void

clear ( )

void

clear_baked_meshes ( )

RID

get_bake_mesh_instance ( int idx )

Array

get_bake_meshes ( )

Basis

get_basis_with_orthogonal_index ( int index ) const

int

get_cell_item ( Vector3i position ) const

Basis

get_cell_item_basis ( Vector3i position ) const

int

get_cell_item_orientation ( Vector3i position ) const

bool

get_collision_layer_value ( int layer_number ) const

bool

get_collision_mask_value ( int layer_number ) const

Array

get_meshes ( ) const

RID

get_navigation_map ( ) const

int

get_orthogonal_index_from_basis ( Basis basis ) const

Vector3i[]

get_used_cells ( ) const

Vector3i[]

get_used_cells_by_item ( int item ) const

Vector3i

local_to_map ( Vector3 local_position ) const

void

make_baked_meshes ( bool gen_lightmap_uv=false, float lightmap_uv_texel_size=0.1 )

Vector3

map_to_local ( Vector3i map_position ) const

void

resource_changed ( Resource resource )

void

set_cell_item ( Vector3i position, int item, int orientation=0 )

void

set_collision_layer_value ( int layer_number, bool value )

void

set_collision_mask_value ( int layer_number, bool value )

void

set_navigation_map ( RID navigation_map )


Signals

cell_size_changed ( Vector3 cell_size )

Emitted when cell_size changes.


changed ( )

Emitted when the MeshLibrary of this GridMap changes.


Constants

INVALID_CELL_ITEM = -1

Invalid cell item that can be used in set_cell_item to clear cells (or represent an empty cell in get_cell_item).


Property Descriptions

bool bake_navigation = false

  • void set_bake_navigation ( bool value )

  • bool is_baking_navigation ( )

If true, this GridMap creates a navigation region for each cell that uses a mesh_library item with a navigation mesh. The created navigation region will use the navigation layers bitmask assigned to the MeshLibrary's item.


bool cell_center_x = true

  • void set_center_x ( bool value )

  • bool get_center_x ( )

If true, grid items are centered on the X axis.


bool cell_center_y = true

  • void set_center_y ( bool value )

  • bool get_center_y ( )

If true, grid items are centered on the Y axis.


bool cell_center_z = true

  • void set_center_z ( bool value )

  • bool get_center_z ( )

If true, grid items are centered on the Z axis.


int cell_octant_size = 8

  • void set_octant_size ( int value )

  • int get_octant_size ( )

The size of each octant measured in number of cells. This applies to all three axis.


float cell_scale = 1.0

  • void set_cell_scale ( float value )

  • float get_cell_scale ( )

The scale of the cell items.

This does not affect the size of the grid cells themselves, only the items in them. This can be used to make cell items overlap their neighbors.


Vector3 cell_size = Vector3(2, 2, 2)

The dimensions of the grid's cells.

This does not affect the size of the meshes. See cell_scale.


int collision_layer = 1

  • void set_collision_layer ( int value )

  • int get_collision_layer ( )

The physics layers this GridMap is in.

GridMaps act as static bodies, meaning they aren't affected by gravity or other forces. They only affect other physics bodies that collide with them.


int collision_mask = 1

  • void set_collision_mask ( int value )

  • int get_collision_mask ( )

The physics layers this GridMap detects collisions in. See Collision layers and masks in the documentation for more information.


float collision_priority = 1.0

  • void set_collision_priority ( float value )

  • float get_collision_priority ( )

The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.


MeshLibrary mesh_library

The assigned MeshLibrary.


PhysicsMaterial physics_material

Overrides the default friction and bounce physics properties for the whole GridMap.


Method Descriptions

void clear ( )

Clear all cells.


void clear_baked_meshes ( )

Clears all baked meshes. See make_baked_meshes.


RID get_bake_mesh_instance (