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Grid Placement v6.2.2

Grid Placement v6.2.2 documentation

Every v6.2.2 guide for Grid Placement, with the generated API reference.

Status
Current
Version
v6.2.2
Source updated
2026-10-22
Generated on
2026-10-22

Guides and API reference for Grid Placement v6.2.2. Start with Getting Started if you have not wired a session yet.

Guides

  • Getting Started — Install Grid Placement 6.2 and place the first object in a Godot project.
  • One-Click Setup — See what the editor's Setup commands build for you, what they deliberately leave to your game, and how to tell a finished setup from a half-wired one.
  • Hex 2D Placement — Adapt the Getting Started setup to hex-grid 2D levels: hexagon TileSet cells, the shared template bundle, and hex cell-snap behavior.
  • Isometric 2D Placement — Adapt the Getting Started setup to isometric 2D levels: isometric TileSet cells, the isometric bundle, and diamond-footprint object art.
  • 2D Platformer Placement — Adapt the Getting Started setup to side-view platformer levels: square cells, platformer targeting defaults, and a floor/ceiling build workflow.
  • Choosing Terrain vs Objects — Choose whether a placement workflow should paint terrain or place scene objects.
  • Placement Workflow — Understand the end-to-end placement flow for objects and terrain.
  • Placement Rules — Configure runtime placement validation rules and understand why placement succeeds or fails.
  • Custom Placement Rules — Write your own placement rules for game-specific validation logic.
  • Placement World Facts Provider — Connect game-owned occupancy, physics, or custom world facts to Grid Placement validation.
  • Surface and Brush Reference — Review supported 6.2 placement surfaces, brush modes, and commit behavior.
  • 2D Object Scene Setup — Author 2D placeable scenes so sprites, collision, anchors, footprints, and directional art stay aligned with the grid.
  • Capturing Tile Positions — Capture and store TileMapLayer grid coordinates when placing objects.
  • Targeting Flow — How targeting works: positioner, shapecast, targeting state, and highlighting.
  • Manipulation: Service vs Parent — Move, rotate, flip, and demolish architecture for placed objects.
  • Session Ownership — Who owns what in the host architecture — controllers own sessions, host owns services.
  • Per-Session Unlocks — Filter the master placement catalog per session so each player only sees entries they can use.
  • Multiplayer and Split-Screen — Set up multiple controllers with independent placement sessions for split-screen or multiplayer.
  • Refund on Demolish — How object demolish refunds work through BuildCost, RefundService, and RefundCalculator.
  • Save and Load — Persist placed objects and painted terrain across game sessions.
  • Logger Configuration — Configure and override the PlacementLogger singleton without modifying plugin source.
  • Validation: Configuration — Verify that the project, host, session, level, and rules are wired correctly.
  • Troubleshooting — Debug checks when placement, preview, terrain painting, or manipulation misbehaves.
  • 6.1 to 6.2 Migration Guide — Upgrade a 6.1 project to 6.2: the renames, removed classes, and typed-record reads you have to fix by hand.
  • v6.0 Migration Guide — Migrate from Grid Placement 5.x to 6.0: what changed, what to rename, and which setup path to use.
  • Web Export — Resource loading, setup checks, and troubleshooting for exporting to the web.
  • Grid vs Smooth Placement — When to use GRID versus SMOOTH placement, and how occupancy works in each.
  • 3D Object Placement — Click-to-place on a GridMap, snap families, CELL/EDGE/FACE/CORNER mounts, and ground snapping.
  • Architecture Overview — How the Grid Placement 6.2 runtime is split — host, sessions, services, and the single input authority.
  • Composition & Injection — How Grid Placement 6.2 services are composed and wired into a scene.
  • 3D Surface Scanning — Scan 3D surfaces for placement positions in Grid Placement 6.2.
  • 3D Terrain Painting — Paint, replace, and erase GridMap terrain cells by catalog terrain name.
  • Nature and Floors (3D Coexistence Contract) — Floors are ground overlays — plants and floors coexist on a column in either commit order.
  • Presentation-Only Consumption — Use only the placement presentation layer with no session, host, validation, or world code.
  • Game Bridge Recommendation — Recommendations for bridging Grid Placement 6.2 with game-owned systems.
  • 6.0 Migration Reference — Reference for the 5.x to 6.0 runtime, serialization, and API changes.
  • Smooth Placement — Smooth (non-grid) placement mode in Grid Placement 6.2.
  • Moving, Rotating, and Scaling Maps — Where your map node may sit, and why rotation and scale stay default.

API reference

Every public class in the v6.2.2 addon: GDScript API Reference.