3D World Building
Expert guidance for level design with GridMaps, CSG, and environmental setup.
NEVER Do
- NEVER forget to bake GridMap navigation — GridMaps don't auto-generate navigation meshes. Use EditorPlugin or manual NavigationRegion3D.
- NEVER use CSG for final game geometry — CSG is for prototyping. Convert to static meshes for performance (use "Bake CSG Mesh" in editor).
- NEVER scale GridMap cell size after placing tiles — Changing
cell_sizedoesn't update existing tiles, causing misalignment. Set it once at the start. - NEVER use MeshLibrary without collision shapes — Items without collision spawn visual-only geometry that players fall through.
- NEVER enable volumetric fog without DirectionalLight3D — Volumetric fog requires at least one light to scatter. No lights = no visible fog.
Available Scripts
MANDATORY: Read the appropriate script before implementing the corresponding pattern.
collision_gen.gd
Automatic collision shape generation from meshes. Use when importing models without collision or for procedural geometry.
gridmap_runtime_builder.gd
Runtime GridMap tile placement with batch operations and auto-navigation baking.
csg_bake_tool.gd
EditorScript to bake CSG geometry to static meshes with proper materials and collision. Use when finalizing level prototypes.
lod_manager.gd
Level-of-detail switching based on camera distance. Manages mesh swapping and visibility for large outdoor scenes.
occlusion_setup.gd
OccluderInstance3D configuration for manual occlusion culling. Use for indoor levels with many rooms.
GridMap Fundamentals
Setup Workflow
# 1. Create MeshLibrary resource (editor)
# Scene → New Inherits Scene → Create Grid-aligned meshes
# Scene → Convert To → MeshLibrary...
# 2. Assign to GridMap
extends GridMap
func _ready() -> void:
mesh_library = load("res://tilesets/dungeon_library.tres")
cell_size = Vector3(2, 2, 2) # Must match library cell size
Cell Manipulation
# gridmap_builder.gd
extends GridMap
# Place cell
func place_tile(grid_pos: Vector3i, tile_index: int) -> void:
set_cell_item(grid_pos, tile_index)
# Get cell
func get_tile(grid_pos: Vector3i) -> int:
return get_cell_item(grid_pos) # Returns index or INVALID_CELL_ITEM (-1)
# Remove cell
func remove_tile(grid_pos: Vector3i) -> void:
set_cell_item(grid_pos, INVALID_CELL_ITEM)
# Rotate cell (0-23, see GridMap.ROTATION_* constants)
func place_rotated(grid_pos: Vector3i, tile_index: int, orientation: int) -> void:
set_cell_item(grid_pos, tile_index, orientation)
Coordinate Conversion
# World position ↔ Grid coordinates
func _input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed:
var camera := get_viewport().get_camera_3d()
var from := camera.project_ray_origin(event.position)
var to := from + camera.project_ray_normal(event.position) * 1000
var space := get_world_3d().direct_space_state
var query := PhysicsRayQueryParameters3D.create(from, to)
var result := space.intersect_ray(query)
if result:
var world_pos: Vector3 = result.position
var grid_pos := local_to_map(to_local(world_pos))
place_tile(grid_pos, 0) # Place tile at clicked position
# Grid → World
func get_cell_center(grid_pos: Vector3i) -> Vector3:
return to_global(map_to_local(grid_pos))
MeshLibrary Creation
Collision Setup
# tile_scene.tscn (before converting to MeshLibrary)
# Root: Node3D
# ├─ MeshInstance3D (visual)
# └─ StaticBody3D (collision)
# └─ CollisionShape3D
# CRITICAL: StaticBody3D must be sibling/child for GridMap to detect collision
Item Metadata
# Access MeshLibrary item data
func get_tile_name(tile_index: int) -> String:
return mesh_library.get_item_name(tile_index)
# Custom metadata (stored in MeshLibrary resource)
# Use item_set_name() in editor script to organize
CSG (Constructive Solid Geometry)
Boolean Operations
CSG Combiner3D
├─ CSGBox3D (Operation: Union) # Base room
├─ CSGBox3D (Operation: Subtraction) # Door cutout
└─ CSGSphere3D (Operation: Intersection) # Rounded corner
CSG Brush Types
# CSGBox3D - Room primitives
var room := CSGBox3D.new()
room.size = Vector3(10, 5, 10)
# CSGCylinder3D - Pillars
var pillar := CSGCylinder3D.new()
pillar.radius = 0.5
pillar.height = 5.0
# CSGSphere3D - Domes
var dome := CSGSphere3D.new()
dome.radius = 3.0
dome.radial_segments = 16
dome.rings = 8
# CSGPolygon3D - Extruded 2D shapes
var arch := CSGPolygon3D.new()
arch.polygon = PackedVector2Array([
Vector2(-1, 0), Vector2(-1, 2), Vector2(1, 2), Vector2(1, 0)
])
arch.depth = 0.5
CSG Performance
# ❌ BAD: Use CSG at runtime (slow)
func _ready() -> void:
var csg := CSGBox3D.new()
add_child(csg) # Recalculates mesh every frame
# ✅ GOOD: Bake to MeshInstance3D (editor only)
# Select CSG node → Mesh → Bake Mesh Instance
# Then delete CSG node
# ✅ ALSO GOOD: Use CSG for level editor, bake on export
WorldEnvironment Setup
Sky Configuration
# world_env.gd
extends WorldEnvironment
func _ready() -> void:
var env := Environment.new()
environment = env
# Procedural sky
env.background_mode = Environment.BG_SKY
var sky := Sky.new()
var sky_mat := ProceduralSkyMaterial.new()
sky_mat.sky_top_color = Color(0.4, 0.6, 1.0) # Blue
sky_mat.sky_horizon_color = Color(0.8, 0.9, 1.0) # Lighter
sky_mat.ground_bottom_color = Color(0.2, 0.2, 0.1)
sky_mat.sun_angle_max = 30.0
sky.sky_material = sky_mat
env.sky = sky
HDRI Skybox
# For realistic lighting
var env := environment
env.background_mode = Environment.BG_SKY
var sky := Sky.new()
var panorama := PanoramaSkyMaterial.new()
panorama.panorama = load("res://hdri/sunset.hdr") # Equirectangular HDR image
sky.sky_material = panorama
env.sky = sky
# Sky contribution to ambient light
env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
env.ambient_light_sky_contribution = 1.0
Fog & Atmosphere
Exponential Fog
extends WorldEnvironment
func _ready() -> void:
var env := environment
env.fog_enabled = true
env.fog_mode = Environment.FOG_MODE_EXPONENTIAL
env.fog_density = 0.01 # 0.0-1.0
env.fog_light_color = Color(0.9, 0.95, 1.0) # Blueish
env.fog_light_energy = 1.0
Depth Fog
# Distance-based fog
env.fog_enabled = true
env.fog_mode = Environment.FOG_MODE_DEPTH
env.fog_depth_begin = 50.0 # Start distance
env.fog_depth_end = 200.0 # End distance (fully opaque)
env.fog_depth_curve = 1.0 # Falloff curve
Volumetric Fog
# Requires DirectionalLight3D for scattering
env.volumetric_fog_enabled = true
env.volumetric_fog_density = 0.05
env.volumetric_fog_albedo = Color(0.9, 0.9, 1.0)
env.volumetric_fog_emission = Color.BLACK
env.volumetric_fog_gi_inject = 1.0 # How much GI affects fog
# Performance settings
env.volumetric_fog_temporal_reprojection_enabled = true
env.volumetric_fog_detail_spread = 2.0
Level Streaming / LOD
GridMap Chunking
# level_streamer.gd - Load/unload GridMap chunks based on player position
extends Node3D
@export var chunk_size := 32 # Grid cells per chunk
@export var load_radius := 2 # Chunks to keep loaded
var loaded_chunks := {} # Vector2i → GridMap
func _process(delta: float) -> void:
var player_pos := get_player_position()
var player_chunk := Vector2i(
int(player_pos.x / (chunk_size * cell_size.x)),
int(player_pos.z / (chunk_size * cell_size.z))
)
# Load nearby chunks
for x in range(-load_radius, load_radius + 1):
for z in range(-load_radius, load_radius + 1):
var chunk_coord := player_chunk + Vector2i(x, z)
if chunk_coord not in loaded_chunks:
load_chunk(chunk_coord)
# Unload distant chunks
for chunk_coord in loaded_chunks.keys():
var dist := chunk_coord.distance_to(player_chunk)
if dist > load_radius:
unload_chunk(chunk_coord)
func load_chunk(coord: Vector2i) -> void:
var gridmap := GridMap.new()
gridmap.mesh_library = preload("res://library.tres")
add_child(gridmap)
loaded_chunks[coord] = gridmap
# TODO: Load chunk data from file/database
# gridmap.set_cell_item(...)
func unload_chunk(coord: Vector2i) -> void:
var gridmap: GridMap = loaded_chunks[coord]
gridmap.queue_free()
loaded_chunks.erase(coord)
Procedural Generation
Random Dungeon with GridMap
# dungeon_generator.gd
extends GridMap
enum Tile { FLOOR, WALL, DOOR }
func generate_room(pos: Vector3i, size: Vector3i) -> void:
# Fill with floor
for x in range(size.x):
for z in range(size.z):
set_cell_item(pos + Vector3i(x, 0, z), Tile.FLOOR)
# Add walls
for x in range(size.x):
set_cell_item(pos + Vector3i(x, 0, 0), Tile.WALL) # North
set_cell_item(pos + Vector3i(x, 0, size.z - 1), Tile.WALL) # South
for z in range(size.z):
set_cell_item(pos + Vector3i(0, 0, z), Tile.WALL) # West
set_cell_item(pos + Vector3i(size.x - 1, 0, z), Tile.WALL) # East
func _ready() -> void:
generate_room(Vector3i(0, 0, 0), Vector3i(10, 1, 10))
Edge Cases
GridMap Cells Not Colliding
# Problem: MeshLibrary items lack collision
# Solution: Ensure StaticBody3D + CollisionShape3D in source scene
# Verify in code:
var item_shapes := mesh_library.get_item_shapes(tile_index)
if item_shapes.is_empty():
push_error("Tile %d has no collision!" % tile_index)
CSG Mesh Flickering
# Problem: Z-fighting between overlapping CSG operations
# Solution: Add small offset (0.001) to prevent exact overlap
var box := CSGBox3D.new()
box.size = Vector3(10, 5, 10)
var cutout := CSGBox3D.new()
cutout.operation = CSGShape3D.OPERATION_SUBTRACTION
cutout.size = Vector3(2, 3, 2.002) # Slightly larger depth
Reference
- Master Skill: godot-master