Maybe it would work? Do you have a link?

What I'm trying to accomplish here is a game sort of like Sims, or maybe The Infected? I want the player to be able to use the grid to make walls and such. It's not easy, and wanted to start with the very core mechanics. I also have to build the pre-made, basic world.

I use real models, though, not just blocks. Check out Synty Studios, it's where I get them.

    Also... all my models are completely sideways when I import them? I switched to 4.x for this project only, but even with 3.x I get this:

    How do I fix it so I can turn the meshes into a proper, not-so-sideways library? My floor comes on the grid standing up.

    Update: I got my first grid map working. It was just a test, but I'm not complaining. I'll keep fiddling around with stuff, and see what happens.

    blender is z-up godot is y-up. In your export settings there should be an option to export y-up.

    Wait, you mean in Godot there are settings for this, or Blender? I haven't used Blender in ages, this is the source files directly from the Synty Studios store.

    I can alternatively do this the very long way, and put each mesh in manually, and doing so makes them not sideways, which is useful but very strange. Additionally, it's time-consuming, but then I can set up a lib for each mesh type very easily, ie a lib for ground, one for buildings, interiors, exteriors, etc.

    In blender, but if you are using bought assets from who knows what app, then YMMV. 🤷‍♂️

    You can define the orientation for the gridmap itself, and also each asset in a grid cell.

    There are a bunch of hotkeys that control the gridmap. ASD rotate the item, ZXC set the axis of the grid, and QE moves the plane. I cannot find where these are documented anywhere, though. Also Gridmap extends Spatial, so you can move and rotate it just like any other 3D object, for example rotating the x by 90 degrees for the whole thing.

    It seems like I will have to do this the hard way, Godot doesn't like the demo scene.

    Oh well, at least now I can be picky about everything.

    I have my first real mesh lib done, but only four of its items are visible. Plz help?


      Nerdzmasterz about "not visible" thing, I also experienced once.
      What I did was try to delete the MeshLibrary and re-export one. Though what really worked is re-export and replace the old file (not deleted manually) with an option on (My godot is languaged Chinese, I think it might be "replace" or "keep" or "adding" thing?... in the exporing(?to MeshLibrary) window)

      Sorry, can someone please break that down for me?

      5 days later

      Bump? And what do you mean by re-export? And I noticed the meshes look massive on the grid. I thought I resized these... Not sure why they got huge again.

        7 days later

        Nerdzmasterz actually it's "convert to mesh library " again
        XD I use Chinese interface so didn't get the exact English name

        Ik. I have used that button so many times, it is not funny. Thanks for clarification, tho. 😃

          Nerdzmasterz
          sorry for didn't watched the video you shared (I need VPNs to watch youtube)

          Is that problem solved? if not maybe you can show how your origin tscn's Node tree is arranged, or how does the MeshLibrary look like in the inspector? (you may see the items of the Library in Inspector)

          or even share part of your files if you could(?)

            robot_wbw I didn't fix it "yet", but I think I know what I did. I just haven't gotten around to trying it yet as it's going to take a while. If it doesn't work, I will show you what I have.

              2 years later

              Nerdzmasterz Hi! I hope you have solved this issue by now, but I just wanted to reopen this thread to share what worked for me in case any other person is having the same issue.

              Apparently, as of now Godot has a limitation regarding the exported mesh node structure:

              Through a quick analysis, I found out that the actual issue is that the MeshInstance node in the exported .glf files are too deep in the hierarchy for the Godot exporter to find when it's generating the mesh library. What I am doing to work around this issue is simplifying the hierarchy the most I can in Blender before exporting the model, making sure that the actual mesh is as close to the root as it can. This trick has consistently worked for me so far.