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Grid Placement v6.0

Web Export

Resource loading, setup checks, and troubleshooting for exporting to the web.

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

Grid Placement is a GDScript addon; it does not require a .NET/Mono export path. Most web-only failures come from project/export configuration rather than a separate web placement API.

What must be exported

Your web build needs every resource referenced by the placement setup, including:

  • res://addons/grid_placement/;
  • the active GridPlacementBundle and settings;
  • placeable scenes and ScenePlacementEntry resources;
  • placement profiles and custom rules;
  • 2D terrain palettes/entries if terrain painting is used;
  • 3D snap/support settings and provider scenes/resources if 3D is used;
  • preview/indicator scenes and project-specific placement UI/assets.

If you use restrictive export filters, verify those folders/files are included. Prefer external .tres resources for important reusable configuration because dependencies are easier to inspect and diagnose than deeply nested embedded resources.

Pre-export checks

  • Plugin enabled.
  • Required Input Map actions exist.
  • Placement bundle/settings load without runtime issues.
  • Placeable entries reference valid .tscn scenes.
  • Rules/profiles/resources used by the active catalog are included.
  • Collision layers/masks and area/body flags match the target scenes.
  • Non-interactive HUD controls do not consume placement input.

These are the same placement rules as desktop. Do not add web-specific placement logic unless you have a reproduced browser-only problem.

2D terrain boundary

If your game uses terrain painting, export the relevant TileSet, terrain palette/entries, and preview resources. Terrain painting in 6.0 is a 2D TileMapLayer feature; web export support does not imply 3D GridMap terrain editing.

3D object checks

If your game uses 3D placement, also verify the exported build contains and can load:

  • the target GridMap/mesh/collision resources;
  • GRID/SMOOTH entry footprints and snap profiles;
  • CELL/EDGE/FACE/CORNER/socket provider scenes/resources;
  • physics/support collision layers used by slope/support validation.

Exercise the same representative 3D workflow you ship. Browser export does not change the supported GRID/SMOOTH/mount/slope contract.

Diagnose a web-only failure

Symptom Check first
Works in editor, missing content on web Export filters and missing .tres / .tscn dependencies.
Placement rules appear absent Rule/profile resources and the active bundle/catalog.
Object targeting fails Collision layers/masks and body/area flags.
Terrain preview is missing TileMapLayer, terrain resources, and preview wiring.
3D target/support differs Exported mesh/collision/provider resources and support masks.
Clicks do nothing Input Map and UI mouse filtering.
Browser reports missing resources Exported file list/path casing and referenced dependencies.

Use the browser console/network panel when the failure looks like a missing file. Use Grid Placement runtime issues/logging when the resources exist but configuration is invalid.

Test the exported build

Before publishing a web build, exercise the workflows your game actually ships:

  1. load the exported build in a browser;
  2. place at least one object;
  3. verify invalid placement feedback;
  4. test manipulation if enabled;
  5. test 2D terrain painting if enabled;
  6. test representative 3D GRID/SMOOTH/mount/slope behavior if enabled;
  7. test save/restore if your web game persists placement state;
  8. check the browser console for missing-resource errors.

Repo maintainers should use the repository's current release/test scripts rather than copying a command from this guide; those scripts are the source of truth for the plugin's own certification.