Hi all,
In my hexagon-grid top-down turn-based strategy project, I made the ground using tile palette. Different tiles should have different movement cost, so I am trying to make A* pathfinding project read which tile is placed in each Hex.
I wanted to use Tilemap.GetTile, however, since its only possible parameter is Vector3Int, it does not work well with Hexagons where every other line is offset by 0.5. Furthermore, I am using true hexagons which means the height of a cell is 1.1547 instead of 1.
Is there a way to return the tilebase at CellLocation using Vector3? Or an alternative that would work with (true) hexagons?
Please let me know if you need more information.