I am trying to create a grid based game. I learned to generate grids and add them programmatically using Instantiate() method. But all of the tutorials I found to do this generate them on game initialization during runtime. Is there a way to achieve this even before starting the game? What I mean is, run some script and have the grids created as individual GameObjects in Unity and show up in Scene Editor so I can preview how the grids will look like, delete some of them if I want to, etc. Essentially a grid generating script to add to Scene Editor and once the game is run, the game won’t be able to tell if these grids were manually added or programmatically added.
Just turn it into an import script. Add some dummy/empty models to the assets with a specific name (grid_xxx.fbx for example) and generate that the specific grid in OnPostprocessModel based on the specific name.
Thank you so much @jvo3dc . Because of you I got introduced to Asset Processors and Scriptable Wizards. Since I have multiple battle maps that use hex grids, and all of these maps look different, I guess it would be more ideal to create the hexagonal grids inside the Scriptable Wizard in the callback when “Create Grids” is clicked.