Terrain Grid System provides advanced grid capabilities to Unity to the standard Terrain system. It can also work as a stand-alone grid independently of any terrain.
Key features:
Configurable and flexible grid generation, including voronoi tessellation, boxed, rectangular and hexagonal types.
Two levels of regions: cells and territories.
Powerful selectable and highlighting system for both cells and territories.
Coloring and texture support.
Path finding support (A*). Really fast and flexible system for both boxed and hexagonal grids.
Different positioning options for best mesh adaptation to the terrain.
We added to V1.1 new APIs to make it even easier to use from your game.
Here’s a video showing how to toggle cells visibility and assign individual or canvas textures to cells.
A canvas texture is assigned once to the grid but it’s not visible. Instead parts of it will be revealed by the cells themselves so you can implement puzzle or discovery games easily. Take a look at the video below:
Hi slimshader, there’s no trial but if you have some questions you can post them here or you can write to me on contact(at) kronnect.me to discuss your requirements and see if it fits or visit our support forum on kronnect.com for more details.
V1.4 has been submitted - available now on kronnect.com - with new positioning options inside terrain (center, scale), faster mesh generation when showing territories and cells and new APIs for accessing vertices and other properties of cells.
i bought the TGS, thanks for this great Asset.
Cause i bought it on their Website, i can not give a Rate to it. So, only a Review.
It’s very simple to use, and great to make Cell Groups by Territorie-Assignment. Also so support of using Textures to Cells - i love it.
The Support of the Kronnect-Team is impressive in their Forum. I always got an answer in less hours and always was helpfull.
Requests for new Features are always checked. And when it’s possible they will do it in one or another way.
I use the Grid-System in a currently project for showing a moveable frontier, so can tell you, this asset is realy powerfull. https://gyazo.com/a3cb6c3069e7d753234b33f0ec3fd32a
TGS 3.0 is now available including internal improvements and an integrated grid editor! Now you can customize cell appearance, like visibility, color or texture, inside Unity editor and export/import your configurations!
Terrain Grid System is now included in the weekly STAFF PICK !
How do I completely erase cells (or make them invisible) so that it also applies to territories ? As it is the game field always look square or rectangular, I haven’t managed to create “neutral” bits of land that really don’t belong to anyone.
Hi @Superjayjay !
Thanks for using TGS.
As you know you can use the visible property of the cell object to hide individual cells, or use a visibility mask texture. However they don’t affect territories.
We have a new update that allows you to set visibility of a territory and also they just cover the visible cells so cells visibility also affects their shape.
Please sign up on our support forum to download this new update (we’ll submit it to the Asset Store soon as well).