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Grid Placement v6.0

Surface and Brush Reference

Review supported 6.0 placement surfaces, brush modes, and commit behavior.

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

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 LINE placement is an explicit capability, not a default for every ScenePlacementEntry.

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

  1. Install and enable the addon and default input actions.
  2. Place one object successfully.
  3. For 2D terrain, prove SINGLE with one terrain entry before adding multi-cell brushes.
  4. Add manipulation, persistence, or custom rules after the core path works.
  5. For 3D, prove GRID placement before adding mounts, SMOOTH sockets, or custom support policy.