Grid Placement Quick Start

This guide walks you through getting GridPlacement running in a fresh Godot project in about 5 minutes.

1. Install the Plugin

Copy the addons/grid_placement/ folder into your Godot project’s addons/ directory. The plugin ships as a Godot-authored C# project — you need Godot 4.4+ with .NET 8 support enabled.

1
2
3
4
5
6
your-godot-project/
└── addons/
    └── grid_placement/
        ├── GridBuilding/      ← Core ECS logic
        ├── GridPlacement.Godot.csproj
        └── plugin.cfg

2. Enable the Addon

  1. Open Project → Project Settings → Plugins
  2. Find Grid Placement and set its status to Enabled

The plugin registers an autoload named GridPlacementBootstrap — you can verify it loaded in Project Settings → Autoload.

3. Add a Minimal Placement Scene

Create a new scene and add the GridPlacementBootstrap node. Connect it to an existing TileMapLayer in your level by assigning a PlacementContext resource:

  1. Create a PlacementContext resource (Resource → New Resource → PlacementContext)
  2. Assign your TileMapLayer node to PlacementContext.TargetMap
  3. Assign the context to GridPlacementBootstrap.Context

Then add a cursor node — see World Bootstrap for the required scene hierarchy.

4. Place Your First Building

With the scene set up, you can now place buildings using the placement workflow:

  1. Select a Placeable from the action hotbar or programmatically via PlacementContext.SelectPlaceable()
  2. Move your cursor over the grid — valid cells highlight green, invalid cells highlight red
  3. Press the Confirm action (default: Left Click) to place
  4. Press Cancel (default: Right Click) to exit placement mode

For keyboard-driven placement, see the Placement Workflow guide.

What’s Next?


Last Updated: 2026-04-02