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Grid Placement v6.0

Moving, Rotating, and Scaling Maps

Where your map node may sit, and why rotation and scale stay default.

Status
Current
Version
v6.0
Source updated
2026-09-04
Generated on
2026-09-06

Your map node can sit anywhere in the world — but it must stay unrotated and unscaled. That one rule keeps preview, collision, occupancy, manipulation, and restore agreeing with each other.

What you can do

Move the map (TileMapLayer in 2D, GridMap in 3D) wherever your level needs it: world offsets, negative coordinates, and custom cell sizes all work. The same goes for its parent nodes — panning a whole level container is fine.

Map Move (position) Rotate Scale
2D TileMapLayer Yes No No
3D GridMap, including yaw Yes No No
SMOOTH (no map involved) Not applicable — world coordinates Rotate placed objects normally Scale placed objects normally

Note the distinction the table is drawing: rotating or scaling the map node is unsupported, while rotating a placed object (preview rotation, 3D yaw) is a normal, supported part of placement.

What happens if the map is rotated or scaled

Placement refuses through the normal failure report, naming the offending node. The fix is on your side of the scene tree, not in plugin settings:

  1. Select the map node in the editor.
  2. Reset its rotation to zero and its scale to one.
  3. Walk up its parents and do the same — a rotated level container counts too.
  4. Run placement again.

Do not work around this by bypassing the host: the preview can look right while collision or restore still reads the map's axes differently, which surfaces much later as misplaced objects or broken saves.

Why the rule exists

Every subsystem has to interpret the map's axes identically. A rotated or scaled map is a case the 6.0 pipeline deliberately does not take on, so it says no up front instead of failing halfway through a commit. Future releases may relax this; for now, treat unrotated/unscaled maps as a hard requirement.