GridMap in Godot – Complete Guide

Welcome to the world of 3D game development with Godot 4, an engine known for its user-friendly approach and versatility. Today, you’re going to learn about one of its exciting features: the GridMap class, a powerful tool that can help you create intricate and interesting levels within your games. Whether you’re a beginner taking your first steps in game development, or an experienced developer looking to polish your skills, understanding GridMap is invaluable. It’s not just about what it does, but how it can transform your game worlds from the mundane to the truly immersive.

What makes GridMap so special is that it allows for an efficient and dynamic creation of 3D tile-based maps. With this feature, you can easily design your game levels interactively in the editor or through scripts for in-game editors.

What Is GridMap?

GridMap is a Node3D class in Godot 4 that provides a structure for creating 3D tile-based maps. These types of maps are composed of individual tiles placed on a grid, which can represent environments such as dungeons, cities, or even abstract puzzle spaces.

What Is It For?

The primary use of GridMap is to allow developers to place meshes—essentially, the building blocks of your 3D environment—on a grid in a quick and systematic way. Whether you’re creating a vast open world or a complex maze, GridMap is your foundational tool. With its help, you can manage these meshes, which could include elements like walls, floors, and other 3D objects, to craft detailed and navigable spaces within your game.

Why Should I Learn It?

Learning to use GridMap is essential for 3D game developers looking to create engaging levels:

– **Streamline Level Design:** GridMap makes level creation quicker and more intuitive, especially for tile-based games.
– **In-game Level Editors:** It supports creating in-game level editors, giving players the ability to craft their own worlds.
– **Efficient Performance:** Its use of octants means GridMap manages rendering and physics efficiently, which is crucial for performance optimization.

In short, the GridMap class is an indispensable tool in your Godot toolkit. It can help you bring your game environments to life while also streamlining the development process—making it rewarding to both learn and apply. So let’s dive in and discover the power of GridMap together!

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Creating a Basic GridMap

Let’s start by creating a basic GridMap in Godot 4. The first step is to add a GridMap node to your scene. Here’s how to do it from scratch:

var gridmap =

Once you have your GridMap node, you need to specify a MeshLibrary. This library contains all the different tiles you will use to build your map. Here’s an example of how to create a MeshLibrary and add a simple cube mesh to it:

var mesh_library =
var cube_mesh =
mesh_library.set_item_mesh(0, cube_mesh)
gridmap.mesh_library = mesh_library

Once your MeshLibrary is set up, you can begin placing tiles into the GridMap. Here’s an example of adding a single tile at grid coordinates (0, 0, 0):

gridmap.set_cell_item(0, 0, 0, 0)

Manipulating Tiles in the GridMap

Now that you have a tile in your GridMap, let’s learn how to manipulate tiles programmatically. You can change the item, or mesh, that a cell contains by using the `set_cell_item` method:

gridmap.set_cell_item(0, 0, 0, 1) // Changes the tile at (0,0,0) to the item with ID 1

You can also remove a tile from your GridMap by setting its item to -1:

gridmap.set_cell_item(0, 0, 0, -1) // Removes the tile at (0,0,0)

To rotate a tile, you need to set the third parameter of `set_cell_item` to the desired orientation:

gridmap.set_cell_item(0, 0, 0, 0, GridMap.INVALID_CELL_ITEM, Vector3(0, 1, 0) * (PI / 2))

Populating the GridMap with a Loop

Often, you want to fill your GridMap with tiles in a more automated fashion. This can be done with loops. To fill an area with the same item, you might use a nested loop:

for x in range(10):
    for z in range(10):
        gridmap.set_cell_item(x, 0, z, 0) // Fills a 10x10 area with the tile ID 0 at height 0

And to create a checkerboard pattern, you could use a bit of logic within those loops:

for x in range(10):
    for z in range(10):
        var item_id = 0 if (x+z) % 2 == 0 else 1
        gridmap.set_cell_item(x, 0, z, item_id)

Working with Multiple Floors

GridMaps aren’t just two-dimensional; they can have multiple floors (or layers) as well. This is done by changing the y-coordinate when placing tiles. Here’s how you would create two floors:

// First floor
for x in range(10):
    for z in range(10):
        gridmap.set_cell_item(x, 0, z, 0)

// Second floor, 3 units above the first
for x in range(10):
    for z in range(10):
        gridmap.set_cell_item(x, 3, z, 1)

In the next part of the tutorial, we’ll explore how to handle more complex tasks with the GridMap node, such as collision handling and dynamically modifying the map at runtime, which can take your grid-based environments to the next level. Stay tuned!Continuing from where we left off with multiple floors, let’s delve into more sophisticated GridMap functionalities such as collision handling and dynamic map modifications. Both are essential for creating interactive and engaging 3D environments.

Understanding Collision Layers and Masks

In Godot, each tile within your MeshLibrary can have its own collision shape. This is crucial for gameplay mechanics, as it dictates how the player and other objects will interact with the environment. Here’s how to add a collision shape to a MeshLibrary item:

var shape =
var item_id = mesh_library.get_last_unused_item_id()
mesh_library.set_item_mesh(item_id, cube_mesh)
mesh_library.set_item_shape(item_id, 0, shape)

By assigning a shape to a mesh, Godot will automatically consider collisions with this item in the physics engine.

Adjusting Collision Layers and Masks

Collision layers and masks determine which objects will interact with each other. Setting these correctly is paramount to ensure proper game mechanics. Here’s how you can specify them:

var tile =
tile.set_collision_layer_bit(0, true) // This enables collision layer 0
tile.set_collision_mask_bit(1, true)  // This enables collision mask 1

mesh_library.set_item_tile(1, tile) // Assuming item ID 1 exists

Enabling and Disabling Tiles Dynamically

You may want to modify the map based on player interaction or other events. Godot’s GridMap makes it simple to enable or disable tiles dynamically. Here’s how you can remove and add a tile during the game:

// Remove a tile
gridmap.set_cell_item(x, y, z, -1)

// Add a tile
gridmap.set_cell_item(x, y, z, item_id)

Saving and Loading GridMaps

Saving and loading GridMaps is a feature that’s incredibly useful for level editors or games where players can customize their environment. Here’s a simple example of how to save your GridMap as a packed scene:

var packed_scene =
var result = packed_scene.pack(gridmap)
if result == OK:"res://path_to_save_scene.tscn", packed_scene)

Conversely, you can load a previously saved GridMap scene:

var scene = ResourceLoader.load("res://path_to_saved_scene.tscn")
var instance = scene.instance()

Implementing Tile-based Navigation

For games that require pathfinding, GridMap can work seamlessly with Godot’s Navigation system. You would need to define the navigation mesh for each relevant tile in your MeshLibrary. This way, your characters can navigate through your grid-based world intelligently, considering obstacles and optimal paths.

// Create NavigationMeshInstance for a tile
var nav_mesh_instance =

// Assign your navigation mesh resource 
nav_mesh_instance.navmesh = my_nav_mesh_resource

// Set the NavigationMeshInstance as the mesh library's item's navigation mesh
mesh_library.set_item_navmesh(item_id, nav_mesh_instance.navmesh)

Using GridMap with Godot 4 can provide a robust platform for building diverse and interactive 3D environments. By mastering these techniques, you will enhance your game development skills and create rich, immersive worlds that engage and challenge your players. Keep experimenting with GridMap’s capabilities, and you’ll discover even more ways to bring your game levels to life.Continuing our exploration of GridMaps in Godot 4, let’s delve into more advanced concepts that can further enhance your 3D levels.

Advanced GridMap Operations

Creating multi-level structures and adding intricate detail to your levels becomes straightforward with a few additional GridMap techniques.

Rotating and Mirroring Tiles:
For more dynamic level design, you may want to rotate or mirror tiles. This can add variety without the need for extra meshes. Here’s how you can rotate a tile along the Y-axis:

// Rotate 90 degrees
gridmap.set_cell_item(x, y, z, item_id, GridMap.CELL_FLAG_ROTATE_Y)

To mirror a tile along an axis, Godot provides a separate method which can be combined with the above:

// Mirror on the X-axis
gridmap.set_cell_item(x, y, z, item_id, GridMap.CELL_FLAG_MIRROR_X)

Detecting Empty Spaces:
When dynamically modifying your map, you might need to check if a cell is empty before placing a new tile:

// Check if a cell is empty
if gridmap.get_cell_item(x, y, z) == -1:
    # The cell is empty; you can place a tile here

Randomized Tile Placement:
To add variability to your level, consider placing tiles randomly from a subset of tiles. Using the RandomNumberGenerator class, you can easily randomize tile placements:

var rng =
var random_tile_id = rng.randi_range(0, 5) // Assume you have 6 different tile types
gridmap.set_cell_item(x, y, z, random_tile_id)

Baking Meshes for Optimization:
In more complex scenes, performance can be a concern. Baking your GridMap into a single mesh can help to optimize rendering:

// Bake the GridMap's cells into a single mesh to improve performance
var mesh_instance = gridmap.mesh_library.create_item_mesh(1)
gridmap.mesh_library.set_item_mesh(instance_id, mesh_instance)

Using Signals for Interaction:
Signals in Godot can be utilized to create interactive GridMaps. For example, you can connect a signal to detect when a tile is placed or removed:

// Connect the cell_changed signal to a custom method
gridmap.connect("cell_changed", self, "_on_GridMap_cell_changed")

func _on_GridMap_cell_changed(item, position, cell_item):
    # Handle the signal, for example, by updating game logic based on the changed cell

Painting Multiple Tiles:
For easier level editing, you can create a tool to paint multiple tiles at once:

// A method to paint a square of tiles
func paint_square(center_x, center_z, size, item_id):
    for x in range(center_x - size, center_x + size):
        for z in range(center_z - size, center_z + size):
            gridmap.set_cell_item(x, y, z, item_id)

Using these advanced GridMap operations will give you more flexibility and control over your level design. Experiment with combinations and techniques to create levels that are not only visually appealing but are also optimized for performance. GridMap is a powerful tool that, when mastered, can greatly enhance the quality and efficiency of your 3D game development in Godot 4.

Continuing Your Game Development Journey with Godot

Embarking on your 3D game development journey with Godot 4 can be both exhilarating and challenging, but what you’ve learned about the GridMap class is just the tip of the iceberg. There are endless possibilities for creating immersive and interactive game worlds, and you’re well-placed to take your skills to new heights!

To further refine your expertise and propel your game development career forward, we invite you to explore our Godot Game Development Mini-Degree. This comprehensive course collection is designed to guide you through the intricacies of building cross-platform games using Godot. Begin with the very basics and progress to crafting complex game mechanics across a range of genres. Delve into topics such as 2D and 3D assets, GDScript coding, gameplay control, and engaging combat scenarios, all at your own pace with our flexible learning options. Upon completion, receive certificates to showcase your achievements.

For those of you looking to expand your knowledge base, our broader Godot courses cover a vast array of subjects suitable for developers of all levels. Whether you’re just starting or looking to brush up on advanced techniques, there’s content here to elevate your game. With Zenva, you’re joining a community of learners on a quest for mastery, where the next level of your development career is always within reach. Keep learning, keep creating, and let your game development dreams become reality!


To sum up, GridMap in Godot 4 is a versatile tool that opens up a world of possibilities for game developers. By leveraging the power of GridMap, not only can you build rich, interactive 3D worlds more efficiently, but you can also instill your games with the complexity and depth that keep players coming back. Remember, the knowledge of GridMap and the many other features of Godot are building blocks that, when pieced together, form the foundation of great game design.

We at Zenva are committed to helping you turn the lessons learned into the creations you envision. As you continue to advance your skills and take on new projects, our Godot Game Development Mini-Degree will be right there with you, offering the high-quality content and solid educational foundation you need to succeed. So, keep experimenting, keep learning, and most importantly, keep enjoying the process of bringing your game ideas to life!

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