Marker3D in Godot – Complete Guide

Welcome to our step-by-step guide on using the Marker3D class in Godot 4, the latest iteration of the powerful, open-source game engine. If you’re diving into game development and want to precisely mark positions within your 3D space, understanding how to effectively use Marker3D is invaluable. This guide promises to make your journey into Godot’s 3D environment straightforward and rewarding. Whether you’re an ambitious beginner or a seasoned pro looking to brush up on the latest features, we’ve got you covered. Let’s unlock the potential of Marker3D together and see how it can assist in creating engaging 3D games and applications.

What is Marker3D?


is a class inherited from Node3D within the Godot game engine. As its documentation indicates, it acts as a generic 3D position hint for editing purposes within the Godot editor. Unlike Node3D, which can also serve as a spatial marker, Marker3D has the unique feature of always displaying as a distinct cross in the 3D editor, making it instantly recognizable and easier to work with during the game development process.

What is Marker3D Used For?

Marker3D serves a simple yet crucial purpose in the game development process. It’s designed to be a visual indicator in the 3D editing space, helping developers:

– Keep track of important points in a 3D scene.
– Align objects with precision.
– Mark areas of interest without affecting gameplay or the final product.

These markers are particularly useful during the early stages of level design and when setting up complex scenes where precise positioning is necessary.

Why Should I Learn to Use Marker3D?

As you embark on your game development journey, you’ll find that organization and precision are key components to a successful project. Here are a few reasons why learning to use Marker3D can be extremely beneficial:

– **Visual Clarity**: It helps keep your 3D space clear and navigable, especially when dealing with complex scenes.
– **Non-Intrusive**: Since it’s meant only as an editing aid, Marker3D won’t compile into the final game, thus keeping your project clean.
– **Efficiency**: By marking key locations, you can expedite your workflow and reduce the need for guesswork or constant measuring.

Whether it’s a simple prototype or a large-scale game, Marker3D enhances your ability to construct well-organized and precisely crafted virtual environments. Let’s dive in and start adding some markers!

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Creating and Positioning a Marker3D

To begin, we’ll create our first Marker3D and position it within a 3D scene in Godot. This process starts by adding a new Marker3D node to your scene tree.

var marker =
add_child(marker) = "MyFirstMarker"

Once created, positioning the Marker3D is no different than positioning any other object in Godot’s 3D space. You can set its position using the `translation` property.

marker.translation = Vector3(0, 1, 0)  // Position 1 unit above the origin

Alternatively, if you are in the Godot editor, you can simply drag the Marker3D to your desired location using the 3D gizmos.

Customizing Marker3D Appearance

Though Marker3D is primarily a development tool that does not show up in the final game, customizing its appearance in the editor can help distinguish between different markers. You might want to change the color of a Marker3D to represent different types of locations, for example, a spawn point or an area of interest.

To customize the appearance of your Marker3D, we assign a new color to its `gizmo_color` property:

marker.gizmo_color = Color(1, 0, 0, 1)  // Sets the color of the marker to red

A helpful tip is to create a small function that allows for quick creation of markers with different colors:

func create_colored_marker(color: Color, position: Vector3) -> Marker3D:
    var colored_marker =
    colored_marker.gizmo_color = color
    colored_marker.translation = position
    return colored_marker

This function can be used to quickly create markers at specific positions with the desired color in your script:

var spawn_marker = create_colored_marker(Color(0, 1, 0, 1), Vector3(2, 0, 2))
add_child(spawn_marker) = "SpawnPoint"

var interest_marker = create_colored_marker(Color(0, 0, 1, 1), Vector3(4, 0, 4))
add_child(interest_marker) = "AreaOfInterest"

Organizing Markers Under a Parent Node

As your scene starts to get populated with multiple Marker3D nodes, it may be helpful to organize them under a parent node for better management and clarity. Let’s create a parent node called ‘Markers’ and then add individual markers as its children.

First, create the parent node:

var markers = = "Markers"

Then, simply parent your markers to this ‘Markers’ node:


This organization enables you to toggle the visibility of all markers at once or apply transformations to all markers collectively, if needed.

Aligning Objects with Marker3D

Finally, we’ll use our Marker3D nodes to align other objects in the scene. Assume you have a player start point and want to align it precisely with a spawn marker:

var player_start = preload("res://PlayerStart.tscn").instance()
player_start.translation = spawn_marker.translation

With this code, your player’s start point will be perfectly aligned with the spawn marker you previously placed.

Markers can also be helpful when you need to place items on exact positions in a complex environment. Simply move the Marker3D to the desired location and then copy its `translation` to the item:

var item = preload("res://Item.tscn").instance()
item.translation = interest_marker.translation

By following these examples, you should now have a firm grasp of how to create, customize, manage, and use Marker3D in Godot to make your 3D scene designing much more efficient and accurate.As you progress with your game’s development, you’ll find situations where you need to not only place objects at particular points but also perform operations based on the position of your Marker3D nodes. Here are further ways to utilize Marker3D with helpful code examples.

Batch Updating Marker Positions

Imagine having several markers defining enemy spawn points, and you need to update their positions as you tweak the level design. A straightforward way to do this is to loop through all the markers and adjust their positions. If all the markers are under a common parent, this is simple:

# Assuming 'markers' is the parent node containing all your Marker3D nodes
for marker in markers.get_children():
    marker.translation.y += 1  # Raise all markers by 1 unit on the Y axis

Using Marker3D in Custom Editor Tools

Godot allows you to create custom editor tools that can help automate and streamline your development process. Let’s create a quick tool script that will add a Marker3D at the current camera’s location:

# Attach this script to a Node3D (which will work as a tool in the editor)
extends Node3D

func _input(event):
    if event is InputEventMouseButton and event.is_pressed() and event.button_index == BUTTON_RIGHT:
        var marker =
        marker.translation = get_viewport().get_camera().translation

This script, when attached to a node in the editor, waits for a right-click event and then creates a new marker at the camera’s current position.

Aligning Markers to Terrain

When working with terrains or uneven surfaces, you might want to place markers that follow the contour of the terrain. Assume you have a terrain represented by a `MeshInstance` named ‘Terrain’. Here’s how you might align your Marker3D to the surface:

var ray_origin = Vector3(0, 10, 0)  # Start the ray high enough
var ray_end = Vector3(0, -10, 0)  # Cast the ray downward
var space_state = get_world().direct_space_state  # Get the physics world
var intersection = space_state.intersect_ray(ray_origin, ray_end)

if intersection:
    var ground_marker =
    ground_marker.translation = intersection.position

This sends a ray straight down from a given point and places a marker where the ray intersects with the terrain.

Visually Debugging Paths with Markers

It’s also possible to use Marker3D to visually debug paths or waypoints in your game. If you have an array of positions that an NPC should follow, you might instantiate a series of markers to visualize this path in the editor:

var waypoints = [Vector3(0, 0, 0), Vector3(0, 0, 5), Vector3(5, 0, 5)]
foreach waypoint in waypoints:
    var path_marker =
    path_marker.translation = waypoint
    markers.add_child(path_marker)  # Assuming 'markers' is the parent node

These markers will then display the planned path, enabling you to adjust waypoints just by dragging the markers around in the editor.

Marker3D for Area Tagging

Finally, Marker3D isn’t limited to just points; one could use arrays of Marker3D to define areas or regions. For example, you might want to define an area where the player can trigger a quest:

var quest_area_corners = [Vector3(10, 0, 10), Vector3(10, 0, 15), Vector3(15, 0, 15), Vector3(15, 0, 10)]
for corner in quest_area_corners:
    var corner_marker =
    corner_marker.translation = corner

Now you have markers denoting the corners of a rectangular quest area. With these markers in place, you can visually see and edit the area’s bounds within the Godot editor.

Through these examples, you should now have a stronger understanding of how Marker3D can serve as more than just a tool for marking positions, but also as an invaluable aid in a wide range of development tasks associated with game design and level editing in Godot.Markers in game development are not just for static placement; they can be dynamically manipulated to suit different design needs. In Godot, with the rich scripting capabilities provided by GDScript, your Marker3D nodes become versatile tools for both real-time adjustments and design-time visualizations.

Dynamic Marker Placement Based on Player Interaction

Let’s start with a scenario where you want to mark the positions where a player has interacted with the environment. These could be places where the player has collected items or triggered events:

func _on_player_intersect_item(item_position: Vector3):
    var interaction_marker =
    interaction_marker.translation = item_position
    markers.add_child(interaction_marker)  # Assuming 'markers' is your parent node for all markers

Now, whenever the player interacts with an item, a marker is placed at the interaction spot, aiding in level design decisions, such as adjusting item placement based on playtests.

Visualizing Sound Emission Points

For sound designers, visualizing where audio sources are in a level can be quite important. With Marker3D, one can visualize the position of sound emitters:

foreach audio_emitter in get_tree().get_nodes_in_group("AudioEmitters"):
    var sound_marker =
    sound_marker.translation = audio_emitter.global_transform.origin
    markers.add_child(sound_marker)  # Assuming all markers are child nodes of 'markers'

This code snippet will create a marker at each audio emitter’s location, helping sound designers and developers to see a representation of where sounds originate in the game world.

Creating Movement Paths for Animation

Markers can also be used to define paths for moving objects or animations. Let’s say you’re programming a moving platform and you want to visualize its trajectory:

var platform_path = [Vector3(0, 0, 0), Vector3(10, 0, 0), Vector3(10, 0, 10)]
foreach position in platform_path:
    var path_marker =
    path_marker.translation = position

# Assuming you have a method to move the platform along this path

These markers would act as a visual guide for the path that your platform will traverse, making it easier to tweak its route directly within the editor.

Adjusting Marker Visibility

Sometimes, you might want to toggle the visibility of certain markers based on user-defined conditions. For instance, if you have multiple layers or floors in your level, you might want to show only the markers relevant to the current view:

func show_markers_on_floor(floor_number):
    foreach marker in markers.get_children():
        marker.visible = marker.translation.y == floor_number

This function toggles the visibility of each marker based on its Y-position, correlating to the floor number you wish to view.

Using Markers to Define Enemy Patrol Routes

In level design, it’s common to define patrol routes for enemy characters. With Marker3D, you can create visual representations of these paths:

var enemy_patrol_route = [Vector3(3, 0, 3), Vector3(7, 0, 3), Vector3(7, 0, 7), Vector3(3, 0, 7)]
for waypoint in enemy_patrol_route:
    var patrol_marker =
    patrol_marker.translation = waypoint

# Later, use these markers to move your enemy along the route

This code will provide a clear visual reference for where enemies should travel, and can be edited on-the-fly to perfect enemy movement patterns.

Marking Object Interaction Zones

Sometimes it’s helpful to have visual indicators to represent the interaction range of objects. Here’s how you could use markers to denote these zones:

var interaction_zones = {
    "Chest": Vector3(5, 0, 1),
    "Door": Vector3(2, 0, 3)

for item_name in interaction_zones.keys():
    var interaction_marker =
    interaction_marker.translation = interaction_zones[item_name]

# These markers could represent the range within which the player can interact with these objects

You now have markers set at specific locations where the player can interact with different objects, giving you a tangible representation of interaction ranges.

Through these varied implementations, Marker3D proves its worth across multiple aspects of game development in Godot. Whether you’re mapping out enemy patrols, visualizing sound sources, or marking player interactions, these nodes facilitate a highly visual and intuitive workflow. By leveraging the flexibility of Marker3D combined with GDScript, your game designing and debugging processes can become significantly more efficient and precise.

Continuing Your Game Development Journey with Godot

Having explored the dynamic uses of the Marker3D class in Godot 4, you might be wondering, “What’s next?” We at Zenva encourage you to maintain the momentum in your learning journey. If you’re interested in building upon your newfound knowledge and venturing deeper into game development with Godot, our Godot Game Development Mini-Degree is an excellent next step.

Our Mini-Degree is meticulously crafted to transform beginners into confident game developers. The courses encompass a range of essential topics, from mastering GDScript to implementing intricate gameplay mechanics across various game genres. With the flexibility of self-paced learning and a plethora of practical projects, you’ll gain the skills to turn your creative visions into playable games.

For those already versed in the basics, Zenva provides a diverse catalog to refine your expertise further. Discover our broad collection of Godot courses, designed to support your growth at every stage. Your path to becoming a professional game developer or launching your own game is within reach — harness the power of Godot with Zenva and continue shaping the future of your dreams in game development.


In wrapping up our in-depth look at the Marker3D class in Godot 4, we have just scratched the surface of what’s possible in game development with Godot. The practical examples and dynamic applications explored here are stepping stones to the expansive capabilities of this game engine. Remember, the key to mastery in game development is persistent practice and exploration. Every marker placed, every script written, and every scene crafted brings you closer to realizing your full potential as a game developer.

Embark on the exciting path to creating your own games with the Godot Game Development Mini-Degree. The journey doesn’t end here; it evolves with every project you build. So dream big, code passionately, and let Zenva be your guide every step of the way. Your game development future is bright, and we are here to illuminate the path.

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