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Class

PlacementCatalog

Generated GDScript class reference for GridPlacement.PlacementCatalog.

Status
Current
Version
v6.3.0
Source updated
2026-10-29
Generated on
2026-10-29

6.3. These pages document the 6.3 release, where placeable is now entry (what changed) and PlacementOwner is deprecated (migration). Still on 6.2? Your version's guides ship inside the plugin itself, under addons/grid_placement/guides/; the 6.2 URLs on this site now redirect to this series.

The objects and terrains a player can place. Assign it to PlacementSession.catalog. Look entries up by display name or terrain name. A catalog may use any of its three arrays, in any combination: scene_entries holds objects the player commits, tile_entries holds terrains the player paints, and sequences groups several scene entries into one cycling catalog slot. var catalog := PlacementCatalog.new() catalog.scene_entries.append(preload("res://objects/box.tres")) catalog.scene_entries.append(preload("res://objects/wall.tres")) catalog.tile_entries.append(preload("res://terrains/grass.tres")) var box: ScenePlacementEntry = catalog.find_scene_entry(&"box") var grass: TilePlacementEntry = catalog.find_tile_entry(&"grass")

Source: addons/grid_placement/resources/placement_catalog.gd

Syntax

class PlacementCatalog extends Resource

Members

NameKindSummary
scene_entriesPropertyScene entries, one ScenePlacementEntry per object: the scenes the player selects and commits on a 2D TileMapLayer level or a 3D GridMap level. Looked up by ScenePlacementEntry.get_display_name, so each entry's display name must be unique.
tile_entriesPropertyPaintable terrains, one TilePlacementEntry per terrain: surfaces the player paints onto a TileMapLayer, resolved by TilePlacementEntry.terrain_name matching a terrain name in the level's TileSet. Unlike scene_entries, these place no scene - they edit the tile surface itself, and nothing is committed for them. Leave this empty when nothing is painted through the catalog: object-only levels, and levels whose surface is authored directly in the editor (for example a 3D GridMap painted by hand). An empty array is valid and reports no issue in verify_catalog().
sequencesPropertyVariant groups, one SceneEntrySequence per slot: several ScenePlacementEntry variants the player cycles through with the left/right arrows instead of picking them separately. Each variant keeps its own placement rules. Like scene_entries this is authoritative once a catalog is wired - the selection UI falls back to scanning its own folder only when there is no catalog at all. Leave it empty when nothing is grouped; the UI then lists scene entries one slot each. An empty array is valid and reports no issue in verify_catalog().
find_scene_entryMethod
find_tile_entryMethod
find_sequenceMethod
verify_catalogMethod
verify_and_logMethod