In 2017, this asset was deprecated by Unity, due to me not being able to maintain it at the time because of intense work at the time.
I’m finally getting back to making version 4, and it is better in every way. A built in editor, the terrain texture is shader-driven now instead of drawn on, making it look better and run faster, pathfinding and a basic unit template will also be included.
If any of my customers have any ideas about things that need to be added, please let me know.
If it’s something I think is a good idea, it might become a standard feature…
I’d be interested to know how my customers are doing; I’ve had several sales over the last few months, and I’d be interested to hear any successes or even complaints.
hi,
I’m toying with an idea I’m still in the very early stages (which means I might not even make the game)
but, I’m quite interested in your framework.
I have a few questions.
what are the hex tiles made of ? (3D model, a mesh the framework creates, a prefab that I define, or something different ?)
does it run on mobile devices ? iOS android
can it be used with some of the existing 2D frameworks ? (I guess that would work if I’m making the map then a prefab is set for each tile I make)
does it generate the map or do I create the map in an editor that you made ? (did you make an editor ?)
does it include path finding ? (e.g. I have a character in Tile A want it to go to Tile B, do i have to make the calculations ? or is it implemented ? if it is implemented, can I define obstacles or unwalkable tiles ?)
can you post a video of the workflow of how to make a map ?
it’s quite weird that nobody commented here after buying the plugin !! I hope it really is that good
I also thought it was weird that nobody has commented, either up or down; I haven’t had a lot of sales, but it’s in the double digits…
A couple of guys have sent me emails with some questions about how to customize/extend the code, but nobody has had any kudos or curses…
The terrain part of the tiles are a mesh that I made in Maya.
It could be any sort of mesh you want to use, but you’ll have to modify the script that deforms the vertices to work with the specific vertices of your mesh.
They have features (trees, rocks, grass) that are a combination of tree creator assets and meshes, again, you can sub your own stuff in as you wish.
Each terrain type has one hex prefab, and some randomization happens when the map first loads that makes each tile unique.
If you want to have cliff sides possible along the edges, the tile meshes are a hexagonal cylinder, if you want smooth joins all around, it can just be a flat hexagon mesh.
I don’t know if it will run on iOS, but if you kept your tiles, and perhaps more importantly, the extra features, low in poly count; ans you kept the maps from being really large, I don’t see why it wouldn’t work.
I don’t know anything about any existing 2D frameworks, so I can’t speak to that question…
I haven’t made an editor for HexTech yet, the way it gets the map data is from an image file (PSD).
The image is a staggered grid of squares, the color represents height, a colored area is read for the type of terrain, and certain pixels are read along the edge for roads and rivers. It sounds difficult, but when you see the map image, it will make sense.
Pathfinding isn’t in the package as it exists, but all the needed info is there. The script that sets up the map assigns values on each hex, defining which hexes are connected, and assigns move values at that point.
HexTech 1.0 uses individual tiles, that get distorted and placed around the map.
It uses sphere colliders on each hex to determine mousing over and clicking upon hexes.
The new map in 2.0 is made up of large meshes, and uses a raycast to determine the target hex.
This increases efficiency by a large margin, and allows much bigger map.
Soon after this, I will be releasing my GeoGlobe project, allowing the creation of hex-tiled spheres with the same kinds of features.
See this thread for some screenshots and webplayers. http://forum.unity3d.com/threads/137007-Geodesic-globe-WIP
The texture map painting routine is still on the slow side; I have a plan to speed this up, but right now, depending on your computer GPU, it takes 15-30 seconds per map.
There is a progress message, so you will see progress, not just a blank screen.
This is a 128x128 map, but the upper limit is only defined by the amount of free RAM you have. Maps can be any size, but height and width must be multiples of 32. (considering changing to 16x16 for increased resolution)
The only other bug report I’ve had is that the textures go black if you are running a Flash player in another tab, and you switch while the textures are generating.
No idea why that one happens, but I suspect its something about Flash and Unity accessing the texture memory at the same time.
In any event, I can’t do anything about Unity not playing nice with Flash and Chrome, can I?
I have no idea, but I would love to buy this, but not working in chrome (arguably the browsers with the largest market share) is a deal breaker for me.
I am testing the same webplayer on Chrome without problems, at least not more than the ones I already pointed out in the WIP thread. This probably has little to do with the webplayer itself, it is most likely a configuration issue brought on by Chrome to the Unity player.
Just to add to the feedback, I wanted to check it out too, but my Chrome crashed too, both times I tried (at “generating textures 1of 16”). Maybe you should try asking the Unity guys?
First thing that comes to my mind about what might be the cause… maybe you’re having an intense operation running without breaks, and it’s taking some seconds to execute, and as such Chrome deems the plugin non-responsive?