The best way to create a game grid for my game..

(sorry for my bad english)

Hello,
i’ve a questione about game grid. I want to create a game grid for a chess game (for example), so i need a plane composed by a set of Cells. For example 10x10. So, when i click on my plane, i need to take my cell coordinate… For example, if i’ve clicked on a specific place of plane, i will get “x: 1, y: 2”.

How can i make it? I’ve no problems with raycast and objects selection, but now the point is: create a game grid to translate my Pawns on it.

Anyone have some suggests?

Thank a lot.

Can i convert my mouse click on the plane in Matrix coordinates?

You could create each cell as a Game Object (a plane, for example) and create white and black textures. Then, arrange the cell positions and textures like a chess board.

If you know how to use raycast, then you can easily determine which cell (plane) your mouse is over…

So i must create a plane for each cell? I will try soon… =) thanks.

Not necessarily. As far as detecting which grid field is currently under mouse, you could have just a single plane (or rather, a thin box collider) and calculate grid coordinates out of hitpoint coordinates.

I agree. A chess board grid would be easier done using a single textured plane (or more complicated mesh, if you so wish), imo. Less hassle and less polygons :slight_smile:

Ok yes, but how can i do that? How can i detect the coordinates on a plane?

For a simple textured plane, I would check the UV coordinate of the impact point. Since a chess board has 8x8 pieces, then the hit grid would be (in pseudocode)

x = Mathf.Floor(u / 0.125)
y = Mathf.Floor(v / 0.125)