Assemble a working 3D scene: transforms, camera, lights, environment/post, materials, and
GridMap blockouts. Targets Godot 4.7.
Camera3D, adding lights, setting
up a WorldEnvironment (sky, ambient, tonemap, glow/SSAO), assigning materials, or
building levels with GridMap.When not to use: writing spatial shaders → godot-shaders; 3D physics bodies and
raycasts → godot-physics; character animation blending → godot-animation; full FPS
template → the fps-shooter genre skill.
Node3D with a Transform3D (position, rotation basis, scale).
Move with global_position, rotate with rotate_y(angle) or look_at(target).Camera3D. Mark it current (or call make_current()); set fov, near,
far. Parent it to a rig/pivot for orbit or follow cameras.DirectionalLight3D is the sun; OmniLight3D/SpotLight3D are
local. Enable shadows per light. Without lights and ambient, surfaces render black.WorldEnvironment with an Environment resource: background (sky/color),
ambient light, tonemap, and post (glow, SSAO, fog, adjustments).StandardMaterial3D or a ShaderMaterial) on
MeshInstance3D.GridMap, which places MeshLibrary items on a 3D grid
(the 3D analog of a tilemap).extends Camera3D
@export var target: Node3D
@export var offset := Vector3(0, 4, 8)
@export var smooth := 6.0
func _physics_process(delta: float) -> void:
if target == null:
return
var desired := target.global_position + offset
global_position = global_position.lerp(desired, smooth * delta) # smooth follow
look_at(target.global_position, Vector3.UP) # face the target
func _ready() -> void:
var sun := DirectionalLight3D.new()
sun.rotation_degrees = Vector3(-45, -30, 0)
sun.shadow_enabled = true
add_child(sun)
var we := WorldEnvironment.new()
var env := Environment.new()
env.background_mode = Environment.BG_SKY
env.sky = Sky.new()
env.sky.sky_material = ProceduralSkyMaterial.new()
env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
env.tonemap_mode = Environment.TONE_MAPPER_FILMIC
env.glow_enabled = true
we.environment = env
add_child(we)
func tint_mesh(mesh: MeshInstance3D, color: Color) -> void:
var mat := StandardMaterial3D.new()
mat.albedo_color = color
mat.metallic = 0.0
mat.roughness = 0.6
mat.emission_enabled = true
mat.emission = color * 0.3
mesh.material_override = mat # overrides the mesh's surface materials
@onready var grid: GridMap = $GridMap # cell_size + mesh_library set in the editor
func build_floor(width: int, depth: int, item_id: int) -> void:
for x in width:
for z in depth:
# set_cell_item(Vector3i cell, int item, orientation = 0)
grid.set_cell_item(Vector3i(x, 0, z), item_id)
DirectionalLight3D and/or a
WorldEnvironment with ambient/sky. New scenes have neither by default.Camera3D is current. Set
current = true or make_current(); only one camera renders per viewport.position/rotation are relative to the
parent; global_position/global_transform are world space. Mixing them under a rotated
parent gives surprising results. look_at uses global coordinates.scale on a Node3D distorts child collisions
and lights; prefer scaling the mesh asset or using uniform scale.from/up in look_at. look_at(target, up) — a target equal to the
node's position, or an up parallel to the look direction, produces NaNs/flips.MeshLibrary places nothing. Create a MeshLibrary (from scenes)
and assign it; set_cell_item(cell, -1) clears a cell.tonemap_mode and glow thresholds; raw emissive values
bloom hard under filmic tonemapping.MeshLibrary creation, and ReflectionProbe/
LightmapGI lighting, read references/scene-and-environment.md.godot-physics — 3D bodies, areas, and raycasts.godot-shaders — spatial shaders for custom 3D surfaces.godot-animation — AnimationTree for 3D characters.camera-systems — third-person orbit / first-person look rigs, framing, and collision.performance-optimization — keep 3D scenes within frame budget (draw calls, lights, LOD).fps-shooter — composes 3D movement, input, and AI into a game.