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/godot-3d-world-building

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Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders. Use when building 3D levels, modular tilesets, or BSP-style geometry. For sky/fog/Environment recipes, route to godot-3d-lighting. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, OccluderInstance3D, bake CSG.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-3d-world-building

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referencesmigration-notes.md

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Migration notes: godot-3d-world-building

Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.

If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • MeshInstance3D.create_multiple_convex_collisions optional settings — update procedural collision-from-mesh recipes.
  • Node3D.look_at / look_at_from_position gain optional use_model_front.

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • Mesh format upgrade — use Project → Tools → Upgrade Mesh Surfaces; Restart & Upgrade prevents downgrade.
  • ImporterMesh/MeshDataTool/SurfaceTool compression flag widths → uint64.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • Skeleton3D.add_bone returns int32; bone_pose_changed → skeleton_updated — fix rigged prop attachment in levels.
  • Binary serialization of scripted Objects/typed Arrays changed — re-test save/load of custom level/chunk Resources.
  • PackedByteArray may use compact base64 storage; older editors may not open 4.3 resources with large byte arrays.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • CSG uses Manifold — non-manifold CSG booleans unsupported; use MeshInstance3D for quads, planes, and open meshes.
  • @export_file stores uid:// paths from the Inspector — level tools expecting res:// must resolve UIDs.
  • FileAccess.store_* methods return bool success — handle failures in procedural save/export helpers.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • GLTF/BLEND/FBX naming version for non-joint nodes in skeletons — set Import dock Naming Version for kitbash assets.
  • Resource.duplicate(true) deep-duplicates only internal resources; use duplicate_deep(DEEP_DUPLICATE_ALL) when cloning level Resource graphs.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • MeshInstance3D.skeleton default empty NodePath — explicit skeleton paths required for skinned kit pieces.
  • TSCN gains unique node IDs (large VCS diffs on first 4.6 save — expected for level scenes).

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Path3D snap-to-colliders for placing spline points on geometry.
  • 3D vertex snapping with vertex/origin base setting (editor B key workflow).
  • Prefer AreaLight3D for built-in rectangular area lights in blockout scenes.
  • EditorSceneFormatImporter import constants live under ImportFlags enum — update custom import tooling.

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub16d

    This skill provides a collection of GDScript utilities and documentation for Godot 3D world building. No security risks were identified.

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    Risk: LOW · No issues

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Signed by skilld at 9d6e91e. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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