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Grid Placement v6.0

Web Export

Resource loading, setup checks, and troubleshooting for exporting to the web.

Status
Current
Version
v6.0
Source updated
Active v6.0 guide line from Grid Placement repo
Generated on
2026-09-01

Grid Placement is a GDScript addon; it does not require a .NET/Mono export path. Most web-only failures come from project/export configuration rather than a separate web placement API.

What must be exported

Your web build needs every resource referenced by the placement setup, including:

  • res://addons/grid_placement/;
  • the active GridPlacementBundle and settings;
  • placeable scenes and ScenePlacementEntry resources;
  • placement profiles and custom rules;
  • 2D terrain palettes/entries if terrain painting is used;
  • 3D snap/support settings and provider scenes/resources if 3D is used;
  • preview/indicator scenes and project-specific placement UI/assets.

If you use restrictive export filters, verify those folders/files are included. Prefer external .tres resources for important reusable configuration because dependencies are easier to inspect and diagnose than deeply nested embedded resources.

Pre-export checks

  • Plugin enabled.
  • Required Input Map actions exist.
  • Placement bundle/settings load without runtime issues.
  • Placeable entries reference valid .tscn scenes.
  • Rules/profiles/resources used by the active catalog are included.
  • Collision layers/masks and area/body flags match the target scenes.
  • Non-interactive HUD controls do not consume placement input.

These are the same placement rules as desktop. Do not add web-specific placement logic unless you have a reproduced browser-only problem.

2D terrain boundary

If your game uses terrain painting, export the relevant TileSet, terrain palette/entries, and preview resources. Terrain painting in 6.0 is a 2D TileMapLayer feature; web export support does not imply 3D GridMap terrain editing.

3D object checks

If your game uses 3D placement, also verify the exported build contains and can load:

  • the target GridMap/mesh/collision resources;
  • GRID/SMOOTH entry footprints and snap profiles;
  • CELL/EDGE/FACE/socket provider scenes/resources;
  • physics/support collision layers used by slope/support validation.

Exercise the same representative 3D workflow you ship. Browser export does not change the supported GRID/SMOOTH/mount/slope contract.

Diagnose a web-only failure

Symptom Check first
Works in editor, missing content on web Export filters and missing .tres / .tscn dependencies.
Placement rules appear absent Rule/profile resources and the active bundle/catalog.
Object targeting fails Collision layers/masks and body/area flags.
Terrain preview is missing TileMapLayer, terrain resources, and preview wiring.
3D target/support differs Exported mesh/collision/provider resources and support masks.
Clicks do nothing Input Map and UI mouse filtering.
Browser reports missing resources Exported file list/path casing and referenced dependencies.

Use the browser console/network panel when the failure looks like a missing file. Use Grid Placement runtime issues/logging when the resources exist but configuration is invalid.

Test the exported build

Before publishing a web build, exercise the workflows your game actually ships:

  1. load the exported build in a browser;
  2. place at least one object;
  3. verify invalid placement feedback;
  4. test manipulation if enabled;
  5. test 2D terrain painting if enabled;
  6. test representative 3D GRID/SMOOTH/mount/slope behavior if enabled;
  7. test save/restore if your web game persists placement state;
  8. check the browser console for missing-resource errors.

Repo maintainers should use the repository's current release/test scripts rather than copying a command from this guide; those scripts are the source of truth for the plugin's own certification.