| name | godot-3d-world-building |
| description | Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders. Use when building 3D levels, modular tilesets, or BSP-style geometry. For sky/fog/Environment recipes, route to godot-3d-lighting. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, OccluderInstance3D, bake CSG. |
3D World Building
Expert guidance for level design with GridMaps, CSG bake, and occlusion โ not lighting/atmosphere authorship.
NEVER Do
- NEVER forget to bake GridMap navigation โ GridMaps don't auto-generate navigation meshes. Use EditorPlugin or manual NavigationRegion3D.
- NEVER use CSG for final game geometry โ CSG is for prototyping. Convert to static meshes for performance (use "Bake CSG Mesh" in editor).
- NEVER scale GridMap cell size after placing tiles โ Changing
cell_size doesn't update existing tiles, causing misalignment. Set it once at the start.
- NEVER ship a MeshLibrary item without verifying collision โ Call
mesh_library.get_item_shapes(tile_index) (or inspect the source scene StaticBody3D + CollisionShape3D) before convert; empty shapes spawn visual-only geometry players fall through.
- NEVER bake CSG before the combiner has a settled frame โ Extract meshes only after
await get_tree().process_frame (see safe_csg_baking.gd); baking mid-recompute yields empty or stale ArrayMesh data. Order: finish boolean edits โ wait one frame โ bake โ delete CSG โ add collision.
- NEVER animate CSG nodes during gameplay โ Moving a CSG node within another forces the CPU to recalculate the boolean geometry, causing significant performance drops.
- NEVER place generic logic nodes in a GridMap โ GridMap is highly optimized only for meshes, navigation, and collision. Use proxy tiles + scripts for spawns/triggers.
- NEVER use non-manifold meshes in CSG โ Custom CSGMesh3D assets must be manifold (closed, no self-intersections). Non-manifold meshes break the CSG algorithm.
Available Scripts
MANDATORY: Read the appropriate script before implementing the corresponding pattern.
Do NOT Load lighting/sky/fog scripts or deep Environment tutorials here โ route to godot-3d-lighting.
Automatic collision shape generation from meshes. Use when importing models without collision or for procedural geometry.
Sole streaming / runtime GridMap entry โ batch tile placement, chunk-style rebuilds, and auto-navigation baking. Prefer this over ad-hoc WorldStreamer stubs.
EditorScript to bake CSG geometry to static meshes with proper materials and collision. Use when finalizing level prototypes.
Expert technique for safe CSG baking. Awaits the end of the frame before extracting baked meshes to avoid empty data.
Level-of-detail switching based on camera distance. Manages mesh swapping and visibility for large outdoor scenes.
OccluderInstance3D configuration for manual occlusion culling. Use for indoor levels with many rooms.
Proxy-tile pattern: replace invisible MeshLibrary markers with spawn/trigger scenes at _ready, then clear proxy cells.
ResourceLoader.load_threaded_request queue โ stutter-free chunk instantiation after background load completes.
Golden Path (GridMap / CSG / Occlusion)
- MeshLibrary โ Source scene: MeshInstance3D + StaticBody3D/CollisionShape3D โ Convert To MeshLibrary โ verify
get_item_shapes().
- GridMap โ Set
cell_size once, place cells, bake NavigationRegion3D. Runtime rebuilds: MANDATORY gridmap_runtime_builder.gd.
- CSG greybox โ Prototype with CSGCombiner3D โ MANDATORY safe_csg_baking.gd / csg_bake_tool.gd โ delete live CSG.
- Occlusion / LOD โ Indoor rooms: occlusion_setup.gd. Distance swaps: lod_manager.gd.
- Sky / fog / WorldEnvironment โ Out of scope; use peer godot-3d-lighting (keep only a DirectionalLight3D present if volumetric fog is enabled elsewhere).
GridMap Fundamentals
Setup (compact)
extends GridMap
func _ready() -> void:
mesh_library = load("res://tilesets/dungeon_library.tres")
cell_size = Vector3(2, 2, 2) # Set once; never after tiles exist
Cell API: set_cell_item(pos, index[, orientation]), get_cell_item, INVALID_CELL_ITEM, local_to_map / map_to_local. For batch/runtime placement and nav bake, load gridmap_runtime_builder.gd โ do not paste a custom chunk streamer.
Collision verification
var shapes := mesh_library.get_item_shapes(tile_index)
if shapes.is_empty():
push_error("Tile %d has no collision โ fix MeshLibrary source scene" % tile_index)
CSG Bake Order
- Finish boolean edits under
CSGCombiner3D.
await get_tree().process_frame (WHY: CSG dirty flags settle one frame late).
- Bake to MeshInstance3D + collision via scripts above; remove CSG from exported scenes.
- Never animate CSG at runtime.
Brush types (Box/Cylinder/Sphere/Polygon) are editor greybox tools only โ not shipping geometry.
Streaming Decision
| Need | Action |
|---|
| Runtime GridMap tiles / chunk rebuild + nav bake | MANDATORY gridmap_runtime_builder.gd |
| Large open-world scene streaming | Peer godot-genre-open-world |
| Ad-hoc WorldStreamer inline stub | Cut โ do not reintroduce incomplete load-from-file TODOs |
Expert Techniques
Spatially Partitioning MultiMeshes
Partition dense props into regional MultiMeshInstance3D nodes so frustum/occlusion can cull whole clusters (single MultiMesh AABB draws everything).
GridMap Logic Proxies
Use invisible proxy tile IDs for spawns/triggers; at _ready, get_used_cells_by_item, instantiate logic scenes, clear proxy cells. Keep logic off the GridMap itself.
Interior-Mapping
For city-scale fake interiors, use a spatial shader on window planes โ peer godot-shaders-basics. Do not paste full shader recipes here.
Edge Cases
- No collision: empty
get_item_shapes โ fix MeshLibrary source.
- CSG z-fight: tiny offset on subtraction brushes before bake.
Deep recipes (on demand)
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain โ do not preload the whole lattice.
Official Documentation
Related Skills
Prerequisites
- godot-project-foundations โ scene tree, resources, and import basics before MeshLibrary conversion and WorldEnvironment setup.
- godot-physics-3d โ StaticBody3D/CollisionShape3D patterns that must land in MeshLibrary source scenes or players fall through tiles.
- godot-gdscript-mastery โ typed GridMap/CSG scripting, signals, and await/process_frame patterns used in bake and runtime builders.
Complements
Downstream / consumers
Master
- godot-master โ library router and mirrored module entry for cross-skill discovery.