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Quick Information

An editor plugin that allows assets to be instantiated and dropped on a 3D scene using physics. Useful to automatically place assets that need to lay naturally on the ground or against other assets.This tool is compatible with any Node3D derived PackedScene as it works by temporarily wrapping the asset inside a RigidBody3D. Then, the physics simulation is enabled for a couple of seconds just for the newly spawned instances.The RigidBody3D node needs a CollisionShape3D to work, which is created automatically using the parameters exposed in the inspector next to the field to select the asset.
Asset Placer with Physics
An editor plugin that allows any Node3D
derived PackedScene
to be instantiated and placed in a 3D scene using physics.
This tool is useful to automatically place assets that need to lay naturally on the ground, or against other assets.
⬇️ Installation
- Download the asset from the
AssetLib
tab in the Godot Editor. - Enable the plugin
Project
->Project Settings
->Plugins
->AssetPlacerWithPhysics
📖 Usage
- Open the scene you want to place assets into.
- Add a new
AssetPlacerWithPhysicsNode
to the tree. Place it at ground level near the area you want to place assets in. - Add the
PackedScene
asset you want to spawn to theAsset Packed Scene
field in the inspector.
A copy of the asset will appear on the screen where the
![]()
AssetPlacerWithPhysicsNode
was placed. This instance helps preview how the asset is going to look and how high from the ground level it will spawn.
- Modify the value of
Spawned Asset Height
to change how high the instances of the asset will spawn from. - In the
Asset Shape 3D
field in the inspector, create or load aShape3D
that best matches the asset that is going to be spawned. This shape is going to be used for collisions while the asset is placed on the scene. - Set the
Asset Collision Layer
andAsset Collision Mask
fields on the inspector. These values determine whichPhysics3D
layers the spawned assets belong to and which ones they can collide with. If unsure, leave the default values.
Even when the asset to spawn already moves with physics or has its own collisions, it is disabled when spawned and wrapped inside a custom
RigidBody3D
to allow any asset to be compatible. Because of that, aShape3D
, collision layers, and collision masks need to be provided as well.
- In the
Spawned Assets Parent
field in the inspector, chose a node to be used as parent of all the instances of the asset. - Set a key to be used as button to spawn copies of the asset in the
Spawn Asset Key
field in the inspector. - Enable this
AssetPlacerWithPhysicsNode
by setting theEnable
field to true. Press the assigned key to start placing assets.
Play around with the rest of the inspector fields to change how the spawning system works.
🧰 Features
- Compatible with any
Node3D
asset, even if they don't includeCollisionShape3D
orPhysicsBody3D
- Collision layers and masks can be used to filer which elements interact with the spawned assets.
- Integrated with the Godot editor's undo-redo system.
🐛 Limitations, known issues, bugs
- It is recommended to wait until all the spawned instances are added to the tree (confirmation messages can be seen in the
Output
bottom panel) before:- Closing, saving, modifying or switching the opened scene
- Performing undo or redo commands
An editor plugin that allows assets to be instantiated and dropped on a 3D scene using physics. Useful to automatically place assets that need to lay naturally on the ground or against other assets.
This tool is compatible with any Node3D derived PackedScene as it works by temporarily wrapping the asset inside a RigidBody3D. Then, the physics simulation is enabled for a couple of seconds just for the newly spawned instances.
The RigidBody3D node needs a CollisionShape3D to work, which is created automatically using the parameters exposed in the inspector next to the field to select the asset.
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Quick Information

An editor plugin that allows assets to be instantiated and dropped on a 3D scene using physics. Useful to automatically place assets that need to lay naturally on the ground or against other assets.This tool is compatible with any Node3D derived PackedScene as it works by temporarily wrapping the asset inside a RigidBody3D. Then, the physics simulation is enabled for a couple of seconds just for the newly spawned instances.The RigidBody3D node needs a CollisionShape3D to work, which is created automatically using the parameters exposed in the inspector next to the field to select the asset.