--- name: godot-3d-essentials description: > Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap. --- # Godot 3D Essentials (4.x) Assemble a working 3D scene: transforms, camera, lights, environment/post, materials, and `GridMap` blockouts. Targets **Godot 4.7**. ## When to use - Use when starting or fixing a 3D scene: positioning a `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. ## Core workflow 1. **Everything 3D is a `Node3D`** with a `Transform3D` (position, rotation basis, scale). Move with `global_position`, rotate with `rotate_y(angle)` or `look_at(target)`. 2. **Add a `Camera3D`.** Mark it `current` (or call `make_current()`); set `fov`, `near`, `far`. Parent it to a rig/pivot for orbit or follow cameras. 3. **Light the scene.** A `DirectionalLight3D` is the sun; `OmniLight3D`/`SpotLight3D` are local. Enable shadows per light. Without lights and ambient, surfaces render black. 4. **Add a `WorldEnvironment`** with an `Environment` resource: background (sky/color), ambient light, tonemap, and post (glow, SSAO, fog, adjustments). 5. **Give meshes materials** (`StandardMaterial3D` or a `ShaderMaterial`) on `MeshInstance3D`. 6. **Block out levels with `GridMap`**, which places `MeshLibrary` items on a 3D grid (the 3D analog of a tilemap). ## Patterns ### 1. A follow camera (third-person, smoothed) ```gdscript 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 ``` ### 2. Sun + environment in code ```gdscript 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) ``` ### 3. Assign a StandardMaterial3D from code ```gdscript 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 ``` ### 4. Place tiles into a GridMap ```gdscript @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) ``` ## Pitfalls - **Scene renders black** → no lights and no ambient. Add a `DirectionalLight3D` and/or a `WorldEnvironment` with ambient/sky. New scenes have neither by default. - **No camera / wrong camera.** If nothing shows, no `Camera3D` is `current`. Set `current = true` or `make_current()`; only one camera renders per viewport. - **Confusing local vs global transforms.** `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. - **Scaling physics/lights.** Non-uniform `scale` on a `Node3D` distorts child collisions and lights; prefer scaling the mesh asset or using uniform scale. - **Forgetting `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. - **GridMap with no `MeshLibrary`** places nothing. Create a `MeshLibrary` (from scenes) and assign it; `set_cell_item(cell, -1)` clears a cell. - **HDR/glow too strong** → check `tonemap_mode` and glow thresholds; raw emissive values bloom hard under filmic tonemapping. ## References - For Transform3D math, camera projection modes, light/shadow params, the full Environment/post-processing options, `MeshLibrary` creation, and `ReflectionProbe`/ `LightmapGI` lighting, read `references/scene-and-environment.md`. ## Related skills - `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.