GridMap Properties |
The GridMap type exposes the following members.
Name | Description | |
---|---|---|
![]() | _ImportPath | (Inherited from Node.) |
![]() | CellCenterX | If true, grid items are centered on the X axis. |
![]() | CellCenterY | If true, grid items are centered on the Y axis. |
![]() | CellCenterZ | If true, grid items are centered on the Z axis. |
![]() | CellOctantSize | The size of each octant measured in number of cells. This applies to all three axis. |
![]() | CellScale | The scale of the cell items. This does not affect the size of the grid cells themselves, only the items in them. This can be used to make cell items overlap their neighbors. |
![]() | CellSize | The dimensions of the grid's cells. This does not affect the size of the meshes. See CellScale. |
![]() | CollisionLayer | The physics layers this GridMap is in. GridMaps act as static bodies, meaning they aren't affected by gravity or other forces. They only affect other physics bodies that collide with them. |
![]() | CollisionMask | The physics layers this GridMap detects collisions in. See Collision layers and masks in the documentation for more information. |
![]() | CustomMultiplayer | The override to the default MultiplayerAPI. Set to null to use the default SceneTree one. |
![]() | DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) |
![]() | EditorDescription | (Inherited from Node.) |
![]() | Filename | When a scene is instanced from a file, its topmost node contains the filename from which it was loaded. |
![]() | Gizmo | The SpatialGizmo for this node. Used for example in [!:Godot.EditorSpatialGizmo] as custom visualization and editing handles in Editor. |
![]() | GlobalTransform | World space (global) Transform of this node. |
![]() | MeshLibrary | The assigned MeshLibrary. |
![]() | Multiplayer | The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree). |
![]() | Name | The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed. Note: Auto-generated names might include the @ character, which is reserved for unique names when using AddChild(Node, Boolean). When setting the name manually, any @ will be removed. |
![]() | NativeInstance | (Inherited from Object.) |
![]() | Owner | The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing. |
![]() | PauseMode | Pause mode. How the node will behave if the SceneTree is paused. |
![]() | ProcessPriority | The node's priority in the execution order of the enabled processing callbacks (i.e. , and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first. |
![]() | Rotation | Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). Note: In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a Vector3 data structure not because the rotation is a vector, but only because Vector3 exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful. |
![]() | RotationDegrees | Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). |
![]() | Scale | Scale part of the local transformation. |
![]() | Transform | Local space Transform of this node, with respect to the parent node. |
![]() | Translation | Local translation of this node. |
![]() | UseInBakedLight | Controls whether this GridMap will be baked in a BakedLightmap or not. |
![]() | Visible | If true, this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, IsVisibleInTree must return true). |