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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.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-3d-essentialsInstalls from the source repository, including any supporting files.
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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; AreaLight3D (4.7+) is a rectangular panel light that costs more than omni/spot.
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.look_at does nothing and prints an error → the target equals the node's position, the
up vector is parallel to the look direction (e.g. looking straight down with
Vector3.UP), or the node is not in the tree yet. Keep an offset, pass a different up, or
use look_at_from_position() before the node enters the tree.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.---
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; `AreaLight3D` (4.7+) is a rectangular panel light that costs more than omni/spot.
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.
- **`look_at` does nothing and prints an error** → the target equals the node's position, the
`up` vector is parallel to the look direction (e.g. looking straight down with
`Vector3.UP`), or the node is not in the tree yet. Keep an offset, pass a different `up`, or
use `look_at_from_position()` before the node enters the tree.
- **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.