Interactive Hex Map UI

I’m interested in making a GUI for a like a hex map editor. On part of the GUI will be a selection grid with icons to select (imagine trees, buildings, etc.) and in another window will be a blank hexagon grid that when you click on it, it will ‘paint’ the various icons.

Knowing what I know of GUI textures, I was thinking about make a blank hex map with hundreds and hundreds of offset textures that could be individually selected and the selected icon image copied to that blank hex.

Is that the most effective way to tackle that problem? What other ways could do the trick?

Secondday question, I have not seen anything in the docs, but does Unity support sprite sheets where I can put dozens of icons on a single image and then copy and load them individually into a selection grid?

Thanks in advance for your thoughts, TAZ.

Unity does support that, but not in so many words.
You want the SpriteManager setup.

Coolness, I love the fact that it has some code to walk through. I learn better from examples. The UV animation technique is interesting. It works because all the sprites are actually meshes and not GUI textures. If I can’t find a Unity GUI based solution, this would be a workable alternative, expecially with a grid of billboards and an orthogonal camera to prevent perspective distortion.

TAZ

Anyone have a code example of loading an array of objects via LoadAll, copying that to an array of textures, and then plugging that into a selectiongrid?

I’ve been poking at it for several days and I just can’t get it to work. The reference appears to be straight forward, but there’s no example code for me to follow along with. I and do this with an array of text, but I I’m trying to create a visual store-like interface where the user can select from a list of icons and apply those in a hex grid in another GUI window.

TAZ