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Grid Pathfinding for Godot 4 is a lightweight and reusable pathfinding addon designed for grid-based projects using Vector2i coordinates.

Built to integrate with the Grid Utility addon, it provides A* pathfinding and reachable-area helpers without making gameplay assumptions. The logic is fully decoupled and suitable for a wide range of grid-based games and tools.

This addon is intended for developers who want reliable, flexible grid navigation without introducing unnecessary complexity or engine-level constraints.

Key Features

  • A* pathfinding on grid-based layouts

  • Support for 4-way and 8-way movement

  • Optional control over diagonal corner cutting

  • Reachable-area and movement-range queries

  • Custom walkability and cost callbacks

  • Game-agnostic design suitable for multiple genres

Installation Instructions

Requirements

***This addon requires the Grid Utility plugin - sold separately or as bundle.***

The project must have the following autoload enabled:

  • Name: Grid

  • Script: res://addons/grid_utility/Grid.gd

Grid Utility can be installed separately or via the bundled Grid Toolkit.

Installation Steps

  1. Copy the addon folder into your project:

    res://addons/grid_pathfinding/ 
    
  2. Enable the plugin:

    • Open Project → Project Settings → Plugins

    • Locate Grid Pathfinding

    • Set it to On

  3. Ensure Grid Utility is also enabled so the Grid autoload exists.

Basic Usage Example

var pf := GridPath.new()  
var is_walkable := func(cell: Vector2i) -> bool:     
    return true  
var path := pf.find_path(     
    start_cell,     
    goal_cell,     
    is_walkable 
)

The returned path is an array of Vector2i cells from start to goal (inclusive).
If no valid path exists, the array is empty.

Reachable Areas (Movement Range)

var result := pf.reachable(
    start_cell,     
    is_walkable,     
    Callable(),     
    { "max_cost": 8 } 
)  
var reachable_cells := result["cells"] 
var cost_map := result["cost"] 

This can be used for movement ranges, flood-fill logic, influence maps, and AI decision systems.

Recommended Uses

  • Tactics & turn-based games

  • Roguelikes / dungeon crawlers

  • Puzzle games with grid movement

  • AI movement & decision systems

  • Grid-based tool editors and utilities

Included Demo Controls

  • Left Click — set START cell

  • Right Click — set GOAL cell

  • Middle Click — toggle obstacle

  • M — toggle 4-way / 8-way movement

  • C — toggle diagonal cutting

  • R — toggle reachable range visualization

Demo

An interactive demo scene is included with the download:

res://demo/PathfindingDemo.tscn 

The demo showcases obstacle placement, pathfinding, movement modes, and reachable-area visualization.

License

MIT License.

Author

Height Gaming

Download

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Click download now to get access to the following files:

godot-4-grid-pathfinding-v1.0.0.zip 11 kB

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