I'm announcing the first release of the Grid Framework for Unity3D, your simple solution for grid-based actions.
So, what does it do? You just drag the new grid component on an object in your scene, set the values to your liking and there you go. Now all you need is to make that game of yours without worrying about any equations and calculations. All grids anre infinite in size, three-dimesional and can be freely moved and rotated using the object they are attached to. Find points in the grid and convert from grid space to world space and vice versa on the fly with just one line of code. Use grids for gameplay, in level design or for level design during gameplay. Snap objects to the grid or align them, both during runtime and in the editor with the included editor panel. Or maybe you don't even care about the grid itself, you just want the vertices stored inside a matrix for quick access? There's a line of code for that as well.
To see Grid Framework in action take a look at my introduction videos:
http://www.youtube.com/watch?v=cZHeiGxgmG8 and http://www.youtube.com/watch?v=6T8hfafxId8
Hex Grids: http://www.youtube.com/watch?v=1mb95Nhv8I0
Here are some of the key features in the current release:
- a quick and simple drag&drop setup
- a new fully scriptable grid component for you objects
- drag&drop setup
- convert coordinates from world space to grid space and vice-versa
- find vertices, faces and boxes inside your grid
- store a set amount of vertices inside a matrix for quick access later
- a built-in editor panel for scaling and aligning object to assist you in designing levels
- or use those functions at runtime in your game, for example in a level editor
- full scripting documentation and explantation of grid design concepts included
- more features and more grid types planned, all updates for free
This is just the first release and while all the included features work reliably, I plan on adding even more to this package. Most notably hex grids, triangular grids and polar grids (in that order), all with the same functionality as the rectangular grids. Another thing that has top-priotiry is rendering the grid at runtime, currently the grid is drawn using gizmos, but that won't work for a finished game.
grid-based randomized movement with limits
grid snapping during runtime
grid-based game logic in a puzzle game
How to extend Grid Framework with your own methods (continuation of the above)
level design and text parsing for building grid-based levels from plain text files
seemingly endless grid
For more information take a look at my YouTube videos and visit my blog:
By buying this package you will get all future upadates for free, even as the price goes up, and support further development. The package is finished and ready, awaiting submission to the asset store, so stay tuned for further news.