Terrain Grid System - powerful and flexible voronoi, boxed and hexagonal grid

Hello!

After hundred of hours of work, we’re happy to announce the availability of Terrain Grid System!

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.
  • Extensive API (C#) for controlling the grid.

Here’re two videos showing its possibilities:

Get it now on the Asset Store!

Enjoy!

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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:

Terrain Grid System V1.1 is now available on the Asset Store:

Hi, this asset looks very promising. Is there a trial version to make sure it is what I am looking for?

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.

OK, will mail you then

Hi there!

Happy to announce V1.3 of TGS with many improvements… we also have a new intro video with nifty examples! Check it now!

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.

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V2.1 is now available!

New features:

  • New demo scene #10 showing how to position the grid inside the terrain using gridCenter and gridScale properties.
  • Added mask property to define cells visibility.

Improvements:

  • Cells will be visible if at least one vertex if visible when applying mask.
  • Canvas texture now works with territories also
  • CellGetAtPosition now can accept world space coordinates.
  • Option to prevent highlighting of invisible cells

Fixes:

  • Fixed bug in territory frontiers line shader
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Hi everyone, V2.2 update is now available.

New features:

  • New demo scene #11 showing how to transfer cells to another territory
  • Ability to hide territories outer borders

Improvements:

  • New API: CellSetTerritory.
  • Redraw() method now accepts a reuseTerrainData parameter to speed up updates if terrain has not changed

Fixes:

  • Fixed lower boundary of territory in hexagonal grid
2 Likes

hi everyone,

i bought the TGS, thanks for this great Asset. :slight_smile:
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

Thanks Kronnect-Team :slight_smile:

Best Regards,
Rhoni

1 Like

@Rhonibaer thank you for posting your opinion about TGS here! Looking forward to your progress!

@Kronnect you are welcome. Good Software must be supported. And the correct way is to buy it, if you can - always. :slight_smile:

Hi everyone!

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 !

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3.1 update now available!

V3.2 is available:

Improvements:

  • Ability to add two or more grids to same or different terrains
  • New Elevation Base property to allow set higher heights to grid over terrain
  • Updated demo scene 6b showing how to get the row/column of the cell beneath a gameobject and fade neigbhours/range of cells

Fixes:

  • Minor fix to CellGetAtPoint method which returned null when positions passed crossed the terrain
1 Like

Hi everyone,

We’re happy to announce **Terrain Grid System v4.0 **now with path finding support!

Here’s the complete changelog:

  • A* Path Finding system. New demo scene 12.
  • Faster cells and territory line shaders
  • Added new properties to the inspector to control near clip fade amount and falloff
  • Fixed near clip fade effect with orthographic camera
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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.

Other than that, great work :slight_smile:

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).

Awesome ! Messaged the invoice no via your forums to get access to the private forum. Cheers!

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