What problem does it solve? Designing performant 3D levels in Godot requires correctly combining GridMap tile placement, MeshLibrary collision setup, CSG prototyping, and occlusion culling, and mistakes like unbaked navigation or missing collision shapes cause broken geometry and poor performance. ## Core Features & Use Cases - GridMap and MeshLibrary workflows: Set up tile-based levels with verified collision shapes, cell placement APIs, and runtime chunk rebuilding with automatic navigation baking. - Safe CSG prototyping and baking: Greybox levels with CSGCombiner3D, then bake to static meshes after a settled frame to avoid empty or stale geometry. - Occlusion, LOD, and streaming: Configure OccluderInstance3D for indoor rooms, distance-based LOD swaps, and threaded chunk loading for stutter-free streaming. - Use Case: You are building a modular dungeon in Godot 4 and need to place tiles at runtime, bake navigation, replace proxy spawn markers with gameplay logic, and keep frame times stable while the player moves between rooms. ## Quick Start Ask the AI to build a GridMap-based dungeon level in Godot with baked navigation, verified tile collision, and runtime chunk streaming.