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.
2. Enable the Addon
- Open Project → Project Settings → Plugins
- 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:
- Create a
PlacementContextresource (Resource → New Resource → PlacementContext) - Assign your
TileMapLayernode toPlacementContext.TargetMap - 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:
- Select a Placeable from the action hotbar or programmatically via
PlacementContext.SelectPlaceable() - Move your cursor over the grid — valid cells highlight green, invalid cells highlight red
- Press the Confirm action (default: Left Click) to place
- Press Cancel (default: Right Click) to exit placement mode
For keyboard-driven placement, see the Placement Workflow guide.
What’s Next?
- C# Project Setup — Full walkthrough of the 6.0 C# runtime setup
- Architecture Overview — Understand the Core / Godot adapter boundary
- World Bootstrap and System Order — Properly wire systems at startup
- Placement Workflow — Detailed placement input handling (v5.0 GDScript reference)
- API Reference — Full 6.0 C# API documentation
Last Updated: 2026-04-02