I want to create a grid of tiles that are capable of storing and relaying info for pathfinding. Ie. This is a wall and therefore not walkable, or spawn an object on this tile for it to be picked up by a character later, or direct a character to walk to this tile, etc. I want it to be grid-based so that movements are fixed to the tiles.
Now I have a general idea of how to do most of this. But I don’t know how to create one in scene view, as I want to be able to manually place objects, wall, and characters on it, the game doesn’t need to have procedurally generated levels. And having to design a level with code alone is just tedious.
I know gizmos can be used to create a grid in scene, but can I rely on it to be the basis of what I’m trying to do in game? If not, what method should I use?,I’m new to Unity and coding in general, but I know how to use loops, functions, pointers, array, etc. I just don’t have enough experience to figure out the programming logic just yet. So I’m looking for advice that points me to the right direction so I can do some more research.
I want to make a simple 2d tile based movement/ pathfinding system for my game. I know how to use loops to instantiate a grid of tiles made up of different types, but I can’t use it as a map editor since it only runs when the game is running. I want to be able to manually hand place objects and walls in the sceneview, with a grid underneath so I can make sure placement of objects are precise.
So another option is to use Gizmos to draw a grid. But my question is if I use Gizmos, can I rely on it to be able to store data for me while the game is running? For example, if I want my game to be able to detect and relay which tile a character is on right now for pathfinding reasons, or which tile is a wall and therefore not walkable, or a chair is on this tile so walk to this tile to seat, or spawn an object on this tile for someone to pick it up later, etc.
Or am I thinking the complete wrong way? Is there an easier method to build my level?