So i'm trying to make a 3D mesh library to use as a tilemap to build levels with. I understand that every MeshInstance3D in the tilemap scene will be used to create a tile when exporting to a mesh library, but I want some MeshInstance3Ds to contain more MeshInstance3Ds as children. Is that possible?

For instance, I want these three trees to be a single tile, even though they are three copies of the same mesh, but they keep getting exported as a single tree.

Is there an easy way to do this without making the three trees into a single mesh in blender? I don't really want to figure out how to do that.


  • xyz replied to this.

    BigChunkyGames GridMap deals with meshes. You can't have individual transformable objects inside a single GridMap tile. You can eventually copy surfaces from one mesh to another or duplicate them. Look at the procedural mesh generation page in docs. The same is much easier to do in Blender though, unless you need a large number of dynamically changing variations.

    award 15 minute video to align some instantiated scenes with GridMap grid? Ugh!

    I get it now, thanks. I'm happy enough to just snap scenes to the grid outside of the gridmap like a sort of prop