GridPlacement Plugin Overview
Comprehensive overview of the GridPlacement plugin architecture, features, and capabilities
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arrow_forwardDevelopment documentation for the 6.0 C# Core architecture
Welcome to the GridPlacement 6.0.0 development documentation.
6.0 is a full port + architecture redesign centered on a clean separation between:
There is no GPU acceleration in 6.0.
| Concept | What it means |
|---|---|
| Composition / scope root | Use GPUserScopeRoot as a thin Godot-side composition root. Your game can wrap this with its own scope/lifetime rules (future unification point: GameUserSessions). |
| Services + adapters | Godot nodes/adapters call into Core services and workflow ports instead of owning backend rules directly. |
| Workflow orchestrators | Workflows/orchestrators coordinate multi-step behavior using services + state, while keeping engine glue localized to adapters. |
| Grid vs Targeting split | Grid metadata + conversions are owned by GridService2D. Selection/navigation rules live in TargetingService2D. |
| Ownership model | Per-owner / per-scope behavior is explicit via Owner/OwnerContext (no hidden singletons). |
| EventData vs snapshots | Runtime events should emit small EventData payload objects; snapshots are reserved for diagnostics/tests. |
| Validation responsibility | Validation is primarily a Godot node/runtime responsibility. Core services focus on business logic + reporting. |
This documentation set is for 6.0 development. For the stable legacy release line, see:
Comprehensive overview of the GridPlacement plugin architecture, features, and capabilities
Complete API reference for GDScript classes in GridBuilding v6-0 (Development) - Enhanced with Methods, Properties, Signals
Comprehensive guides for implementing and extending GridPlacement 6.0.
Complete API reference for GridPlacement plugin v6.0
Architecture diagrams for GridPlacement
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