Use this page as a quick reference for what Grid Placement 6.0 places and paints.
Surface support
| Surface | 6.0 support | Notes |
|---|---|---|
2D TileMapLayer objects |
Supported | Preview, validation, commit, manipulation, demolition, and optional object LINE placement. |
2D TileMapLayer terrain |
Supported | SINGLE, LINE, RECTANGLE_FILL, RECTANGLE_OUTLINE, and FLOOD_FILL. |
| Isometric 2D | Supported | Uses the same TileMapLayer placement model; verify project-specific tile transforms and visuals. |
| Hex 2D | Supported advanced workflow | Shipped demo covers multi-cell terrain brushes on the included hex setup. |
3D GridMap GRID objects |
Supported | CELL, EDGE, FACE, and CORNER mounts; footprints, yaw, validation, manipulation, persistence, and configurable slope/support. |
| 3D SMOOTH objects | Supported | Free world-space placement with occupancy/validation and optional world-space sockets. |
3D GridMap terrain editing |
Not supported | 2D terrain brush claims do not apply to 3D. |
| Terrain-conforming structural pitch/roll | Not supported by default | GRID structures remain world-up; slope/support controls whether placement is allowed. |
| Generic GRID TOP/roof mount | Not supported | Roof or gable entries authored as CELL entries still follow CELL rules. |
Shipped demos
Grid Placement 6.0 ships five reference demos:
| Demo | Primary purpose |
|---|---|
| Top-down 2D | Basic object placement, terrain painting, manipulation, and persistence. |
| Isometric 2D | Isometric targeting and placement presentation. |
| Platformer 2D | Placement/validation in a side-view collision-driven scene. |
| Hex 2D | Advanced terrain brush behavior on a hex layout. |
| 3D | GRID/SMOOTH object placement, CELL/EDGE/FACE/CORNER structures, SMOOTH sockets, slope/support, and persistence. |
Demos show supported workflows; they are not required scene architecture for your game.
2D brush modes
| Mode | Terrain painting | Object placement | Commit behavior |
|---|---|---|---|
SINGLE |
Supported | Supported | Preview one target; confirm commits one terrain cell/object. |
LINE |
Supported | Opt-in by profile/category | Drag start→end; final validation runs before commit. |
RECTANGLE_FILL |
Supported | Not a public object mode | Drag two corners; commit fills the generated terrain region. |
RECTANGLE_OUTLINE |
Supported | Not a public object mode | Drag two corners; commit paints the perimeter. |
FLOOD_FILL |
Supported | Not an object mode | Anchor/preview the region, then confirm to commit. |
Commit rules
- Preview never mutates the real
TileMapLayer. - Final validation runs at commit time; the world may have changed since preview.
- Cancel clears pending brush or placement state without committing it.
- Object
LINEplacement is an explicit capability, not a default for everyScenePlacementEntry.
Terrain brush cell cap
PlacementSettings.max_terrain_brush_cells limits the generated cells for one terrain brush action.
| Setting | Value |
|---|---|
| Default | 4096 cells |
| Inspector range | 1..16384 |
| Runtime hard ceiling | 16384 cells |
| Applies to | LINE, RECTANGLE_FILL, RECTANGLE_OUTLINE, FLOOD_FILL |
If a large drag or flood operation stops earlier than expected, check this setting before debugging terrain rules.
3D support rules
3D uses object placement, not terrain editing.
GRID placement can validate support under a footprint using GridMap surface data and optional physics-backed sampling. Support policy can include maximum slope, coverage, center or edge requirements, and per-entry overrides. Structural pieces remain world-up on sloped terrain unless an object explicitly uses another alignment behavior.
SMOOTH placement uses world-space transforms instead of CELL/EDGE/FACE/CORNER grid keys. Optional world-space sockets can join objects without becoming GRID mounts.
See 3D Object Placement, 3D Surface & Slope Support, and Grid vs Smooth Placement.
First integration path
- Install and enable the addon and default input actions.
- Place one object successfully.
- For 2D terrain, prove
SINGLEwith one terrain entry before adding multi-cell brushes. - Add manipulation, persistence, or custom rules after the core path works.
- For 3D, prove GRID placement before adding mounts, SMOOTH sockets, or custom support policy.