Node for 3D tile-based maps. GridMap lets you place meshes on a grid interactively. It works both from the editor and from scripts, which can help you create in-game level editors. GridMaps use a [MeshLibrary] which contains a list of tiles. Each tile is a mesh with materials plus optional collision and navigation shapes. A GridMap contains a collection of cells. Each grid cell refers to a tile in the [MeshLibrary]. All cells in the map have the same dimensions. Internally, a GridMap is split into a sparse collection of octants for efficient rendering and physics processing. Every octant has the same dimensions and can contain several cells. [b]Note:[/b] GridMap doesn't extend [VisualInstance3D] and therefore can't be hidden or cull masked based on [member VisualInstance3D.layers]. If you make a light not affect the first layer, the whole GridMap won't be lit by the light in question. $DOCS_URL/tutorials/3d/using_gridmaps.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/126 Clear all cells. Returns an array of [ArrayMesh]es and [Transform3D] references of all bake meshes that exist within the current GridMap. The [MeshLibrary] item index located at the given grid coordinates. If the cell is empty, [constant INVALID_CELL_ITEM] will be returned. The orientation of the cell at the given grid coordinates. [code]-1[/code] is returned if the cell is empty. Returns whether or not the specified layer of the [member collision_layer] is enabled, given a [code]layer_number[/code] between 1 and 32. Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32. Returns an array of [Transform3D] and [Mesh] references corresponding to the non-empty cells in the grid. The transforms are specified in world space. Returns an array of [Vector3] with the non-empty cell coordinates in the grid map. Returns the position of a grid cell in the GridMap's local coordinate space. Sets the mesh index for the cell referenced by its grid coordinates. A negative item index such as [constant INVALID_CELL_ITEM] will clear the cell. Optionally, the item's orientation can be passed. For valid orientation values, see [method Basis.get_orthogonal_index]. Based on [code]value[/code], enables or disables the specified layer in the [member collision_layer], given a [code]layer_number[/code] between 1 and 32. Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32. Returns the coordinates of the grid cell containing the given point. [code]pos[/code] should be in the GridMap's local coordinate space. If [code]true[/code], this GridMap bakes a navigation region. If [code]true[/code], grid items are centered on the X axis. If [code]true[/code], grid items are centered on the Y axis. If [code]true[/code], grid items are centered on the Z axis. The size of each octant measured in number of cells. This applies to all three axis. The scale of the cell items. This does not affect the size of the grid cells themselves, only the items in them. This can be used to make cell items overlap their neighbors. The dimensions of the grid's cells. This does not affect the size of the meshes. See [member cell_scale]. The physics layers this GridMap is in. GridMaps act as static bodies, meaning they aren't affected by gravity or other forces. They only affect other physics bodies that collide with them. The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The assigned [MeshLibrary]. The navigation layers the GridMap generates its navigable regions in. Emitted when [member cell_size] changes. Invalid cell item that can be used in [method set_cell_item] to clear cells (or represent an empty cell in [method get_cell_item]).