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- .. _doc_using_gridmaps:
- Using GridMaps
- ~~~~~~~~~~~~~~
- Introduction
- ------------
- :ref:`Gridmaps <class_GridMap>` are a tool for creating 3D
- game levels, similar to the way :ref:`TileMap <doc_using_tilemaps>`
- works in 2D. You start with a predefined collection of 3D meshes (a
- :ref:`class_MeshLibrary`) that can be placed on a grid,
- as if you were building a level with an unlimited amount of Lego blocks.
- Collisions and navigation can also be added to the meshes, just like you
- would do with the tiles of a tilemap.
- Example project
- ---------------
- To learn how GridMaps work, start by downloading the sample project:
- `gridmap_starter.zip <https://github.com/godotengine/godot-docs-project-starters/releases/download/latest-4.x/gridmap_starter.zip>`_.
- Unzip this project and add it to the Project Manager using the "Import"
- button.
- Creating a MeshLibrary
- ----------------------
- To begin, you need a :ref:`class_MeshLibrary`, which is a collection
- of individual meshes that can be used in the gridmap. Open the "mesh_library_source.tscn"
- scene to see an example of how to set up the mesh library.
- .. image:: img/gridmap_meshlibrary1.png
- As you can see, this scene has a :ref:`class_Node3D` node as its root, and
- a number of :ref:`class_MeshInstance3D` node children.
- If you don't need any physics in your scene, then you're done. However, in most
- cases you'll want to assign collision bodies to the meshes.
- Collisions
- ----------
- You can manually assign a :ref:`class_StaticBody3D` and
- :ref:`class_CollisionShape3D` to each mesh. Alternatively, you can use the "Mesh" menu
- to automatically create the collision body based on the mesh data.
- .. image:: img/gridmap_create_body.png
- Note that a "Convex" collision body will work better for simple meshes. For more
- complex shapes, select "Create Trimesh Static Body". Once each mesh has
- a physics body and collision shape assigned, your mesh library is ready to
- be used.
- .. image:: img/gridmap_mesh_scene.png
- Materials
- ---------
- Only the materials from within the meshes are used when generating the mesh
- library. Materials set on the node will be ignored.
- NavigationMeshes
- ----------------
- Like all mesh instances, MeshLibrary items can be assigned a :ref:`class_NavigationMesh`
- resource, which can be created manually, or baked as described below.
- To create the NavigationMesh from a MeshLibrary scene export, place a
- :ref:`class_NavigationRegion3D` child node below the main MeshInstance3D for the GridMap
- item. Add a valid NavigationMesh resource to the NavigationRegion3D and some source
- geometry nodes below and bake the NavigationMesh.
- .. note::
- With small grid cells it is often necessary to reduce the NavigationMesh properties
- for agent radius and region minimum size.
- .. image:: img/meshlibrary_scene.png
- Nodes below the NavigationRegion3D are ignored for the MeshLibrary scene export, so
- additional nodes can be added as source geometry just for baking the navmesh.
- .. warning::
- The baked cell size of the NavigationMesh must match the NavigationServer map cell
- size to properly merge the navigation meshes of different grid cells.
- MeshLibrary format
- ------------------
- To summarize the specific constraints of the MeshLibrary format, a MeshLibrary
- scene has a Node3D as the root node, and several child nodes which will become
- MeshLibrary items. Each child of the root node should:
- - Be a :ref:`class_MeshInstance3D`, which will become the MeshLibrary item. Only
- this visual mesh will be exported.
- - Have a material, in the mesh's material slot, *not* the MeshInstance3D's
- material slots.
- - Have up to one :ref:`class_StaticBody3D` child, for collision. The
- StaticBody3D should have one or more :ref:`class_CollisionShape3D` children.
- - Have up to one :ref:`class_NavigationRegion3D` child, for navigation. The
- NavigationRegion3D can have one or more additional :ref:`class_MeshInstance3D`
- children, which can be baked for navigation, but won't be exported as a visual
- mesh.
- Only this specific format is recognized. Other node types placed as children
- will not be recognized and exported. GridMap is not a general-purpose system for
- placing *nodes* on a grid, but rather a specific, optimized system, designed to
- place *meshes* with collisions and navigation.
- Exporting the MeshLibrary
- -------------------------
- To export the library, click on **Scene > Export As... > MeshLibrary...**, and save it
- as a resource.
- .. image:: img/gridmap_export.png
- You can find an already exported MeshLibrary in the project named "MeshLibrary.tres".
- Using GridMap
- -------------
- Create a new scene and add a GridMap node. Add the mesh library by dragging
- the resource file from the FileSystem dock and dropping it in the "Theme" property
- in the Inspector.
- .. image:: img/gridmap_main.png
- The "Cell/Size" property should be set to the size of your meshes. You can leave
- it at the default value for the demo. Set the "Center Y" property to "Off".
- Now you can start designing the level by choosing a tile from the palette and
- placing it with Left-Click in the editor window. Use Right-click to remove a tile.
- Use the arrows next to the "GridMap" menu to change the floor that you are working on.
- Click on the "GridMap" menu to see options and shortcuts. For example, pressing
- :kbd:`S` rotates a tile around the y-axis.
- .. image:: img/gridmap_menu.png
- Holding :kbd:`Shift` and dragging with the left mouse button will draw a selection
- box. You can duplicate or clear the selected area using the respective menu
- options.
- .. image:: img/gridmap_select.png
- In the menu, you can also change the axis you're drawing on, as well as shift
- the drawing plane higher or lower on its axis.
- .. image:: img/gridmap_shift_axis.png
- Using GridMap in code
- ---------------------
- See :ref:`class_GridMap` for details on the node's methods and member variables.
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