godot-3d-world-building
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, WorldEnvironment setup, ProceduralSkyMaterial, and…
Skill by bgrenat
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About
Use cases: design
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What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/godot-3d-world-building
What's inside
- Skill name
godot-3d-world-building- Description
- Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, WorldEnvironment setup, ProceduralSkyMaterial, and volumetric fog. Use when building 3D levels, modular tilesets, BSP-style geometry, or environmental effects. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, WorldEnvironment, Environment, Sky, ProceduralSkyMaterial, PanoramaSkyMaterial, fog_enabled, volumetric_fog_enabled.
- License
- LGPL-3.0
- Instructions
- 495 lines in SKILL.md · view on GitHub
Files (9)
- SKILL.md
- collision_gen.gd · scripts/
- collision_generator.gd · scripts/
- csg_bake_tool.gd · scripts/
- grid_map_manager.gd · scripts/
- gridmap_runtime_builder.gd · scripts/
- lod_manager.gd · scripts/
- occlusion_setup.gd · scripts/
- safe_csg_baking.gd · scripts/
SKILL.md (first lines)
# 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_size` doesn'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.
- **NEVER animate CSG nodes during gameplay** — 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** — GridMap is highly optimized only for meshes, navigation, and collision. It is not a general-purpose system for placing arbitrary node structures on a grid.
- **NEVER use non-manifold meshes in CSG** — If you import a custom mesh for CSGMesh3D, it must be manifold (closed, no self-intersections, no interior faces, no negative volume). Non-manifold meshes will break the CSG algorithm and are completely unsupported.
---
## Godot 4.7: 3D Editor Workflow
- **Path3D** supports snap-to-colliders for path point placement on geometry.
- **3D vertex snapping** with vertex/origin base setting (editor B key workflow).
- `EditorSceneFormatImporter` uses **ImportFlags** enum for import constants.
## Available Scripts
> **MANDATORY**: Read the appropriate script before implementing the corresponding pattern.
### [collision_gen.gd](scripts/collision_gen.gd)
Automatic collision shape generation from meshes. Use when importing models without collision or for procedural geometry.
### [gridmap_runtime_builder.gd](scripts/gridmap_runtime_builder.gd)
Runtime GridMap tile placement with batch operations and auto-navigation baking.
### [csg_bake_tool.gd](scripts/csg_bake_tool.gd)
EditorScript to bake CSG geometry to static meshes with proper materials and collision. Use when finalizing level prototypes.
### [safe_csg_baking.gd](scripts/safe_csg_baking.gd)
Expert technique for safe CSG baking. Awaits the end of the frame before extracting baked meshes to avoid empty data.
### [lod_manager.gd](scripts/lod_manager.gd)
Level-of-detail switching based on camera distance. Manages mesh swapping and visibility for large outdoor scenes.
### [occlusion_setup.gd](scripts/occlusion_setup.gd)
OccluderInstance3D configuration for manual occlusion culling. Use for indoor levels with many rooms.
---
## GridMap Fundamentals
### Setup Workflow
```gdscript
# 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
```gdscript
# 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
```gdscript
# 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
```gdscript
# tile_scene.tscn (before converting to MeshLibrary)From bgrenat/godot-game-dev-studio, LGPL-3.0.
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Signals
- Stars
- 24
- Forks
- 3
- Open issues
- 0
- Last commit (this folder)
- Jul 14, 2026 (3 months ago)
- Last release
- Oct 12, 2026 (16 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- LGPL-3.0
- Repository
- github.com/bgrenat/godot-game-dev-studio
- Website
- powehi.eu
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
godot-3d-world-building skill. Agent Mart. https://agentmart.dev/skills/bgrenat-godot-3d-world-building (last updated 2026-10-24)