Architecture overview (5.0)
Mental model for GridBuilding 5.0: node-first integration, injector/container era, and state-first wiring.
Key guides for the GridBuilding 5.0 architecture (Stable GDScript).
GridBuilding 5.0 is the stable line. It predates the explicit payload-vs-snapshot split introduced in 5.1/6.0 and uses more state-first / node-first wiring.
Use this section when you are:
If you are starting a new project, prefer:
v5-1 (Upcoming feature release)v6-0 (C# Edition - Complete architectural redesign)The 5.0 line is best understood as a composition-container / injector era (with bridge-style integration patterns).
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On this topic (targeting + UI updates):
In later versions (5.1 and 6.0), the architecture improves by separating:
Mental model for GridBuilding 5.0: node-first integration, injector/container era, and state-first wiring.
Get up and running with GridBuilding v5.0 in minutes
Why 5.0 splits manipulation into ManipulationSystem (logic) and ManipulationParent (visual transforms).
How 5.0 targeting and preview nodes interact, and what typically causes previews to clear unexpectedly.
Testing title and header behavior
The GBCompositionContainer is the central configuration hub for GridBuilding v5.0, organizing all sub-resources and providing dependency injection for the building system.
For a complete setup overview, see Getting Started Setup.
The composition container follows a hierarchical resource structure where each sub-resource controls a specific aspect of the building system. This design allows for modular configuration and live updates without system restarts.
GBCompositionContainer (Resource)
├── config: GBConfig
│ ├── settings: GBSettings
│ │ ├── building: BuildingSettings
│ │ ├── manipulation: ManipulationSettings
│ │ ├── targeting: GridTargetingSettings
│ │ ├── visual: GBVisualSettings
│ │ ├── action_log: ActionLogSettings
│ │ ├── placement_rules: Array[PlacementRule]
│ │ ├── runtime_checks: GBRuntimeChecks
│ │ └── debug: GBDebugSettings
│ ├── templates: GBTemplates
│ └── actions: GBActions
Important: For v5.0, resource assignment must be done manually in the Godot Editor Inspector. There is no automatic assignment of resources. You must manually create and assign each sub-resource. Save frequently to prevent data loss.
Read more arrow_forwardGetting Started Guide (9/10)
Read more arrow_forwardThis guide covers the essential node setup for v5.0.0.
Note: 5.0 is the stable line. If you are starting a new project, you may also consider:
v5-1 (Upcoming feature release)v6-0 (C# Edition - Complete architectural redesign)All templates are located in /templates/:
templates/systems/gb_systems.tscn - Complete systems stackgb_systems_isometric.tscn - Isometric-specific systemstemplates/grid_positioner/grid_positioner_stack.tscn - Standard top-down gridgrid_positioner_stack_isometric.tscn - Isometric gridcomponents/ - Individual grid componentstemplates/ui/action_bar.tscn - Main action buttonsaction_log/action_log.tscn - Action feedback displayplacement_selection/placeable_selection_ui.tscn - Building selectortarget_informer.tscn - Target information displaytemplates/indicator/Follow these numbered steps for a minimal v5.0.0 setup:
Read more arrow_forwardThe GridPositioner is the core component that handles grid positioning, targeting, and coordinate system management for v5.0.0.
For a complete setup overview, see Getting Started Setup.
The GridPositioner manages the spatial relationship between world coordinates and grid coordinates, providing the foundation for all building and targeting operations.
grid_positioner_stack.tscngrid_positioner_stack_isometric.tscnGridPositioner2D (Node2D) - Main positioning controller
├── TargetingShapeCast2D (ShapeCast2D)
│ ├── Shape: RectangleShape2D or custom indicator shape
│ ├── Script: targeting_shape_cast_2d.gd
│ └── Collision mask: 2048 (for grid detection)
└── ManipulationParent (Node2D)
├── Script: manipulation_parent.gd
└── IndicatorManager (Node2D)
└── Script: indicator_manager.gd
Note: GridTargetingSystem is a separate system node that lives in the Systems hierarchy, not as part of the GridPositioner stack.
Read more arrow_forwardThe GBLevelContext provides the essential bridge between systems and your game’s level structure, managing TileMapLayers, object placement, and spatial context.
⚠️ CRITICAL: Without a properly configured LevelContext node, systems will NOT run. The LevelContext is required for all targeting and placement operations.
For a complete setup overview, see Getting Started Setup.
GBLevelContext is responsible for:
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Add a GBLevelContext node to your level scene:
Read more arrow_forwardv5.0 provides a comprehensive set of UI templates for building interfaces, selection systems, and user feedback. This guide covers template setup, customization, and integration using the drag-and-drop editor first approach.
For a complete setup overview, see Getting Started Setup.
🎯 Primary Method: Drag and drop .tscn scenes directly into your game’s HUD/UI stack, then configure settings in the Inspector rather than through script.
Benefits of Editor-First Approach:
Read more arrow_forwardComprehensive troubleshooting guide and FAQ for GridBuilding 5.0
Read more arrow_forwardValidation tools, debugging options, and error handling for GridBuilding 5.0
Read more arrow_forward