never done this in my life, so please be patient with my stupid questions.
I want to make a game were world is made of separate tiles and has visible grid lines, also camera should be like in isometric games, e.g 45 degrees etc.
What is the best way to achieve this? Should I create a plane and manually add different tiles to make a level? Or is there some 3rd party editors to achieve this task and somehow import to Unity?
Game itself is a turn based and units will move from one tile to another.
I build physical tiles that can be arranged in Unity. Keep them logical sizes like 20x20 or 100x100 units. And as posted above put the grid into the texture.
Interesting Link GraphicalGeek. Theres so much talent around here.
EDIT my method is for detailed tiles mind you/EDIT
We have a tiled map that’s comprised of separate GameObjects, even large maps run well on iPhone, thanks to dynamic batching and the occlusion of objects outside the camera’s view frustum (although our view is relatively close to ground), which works well on isometric views (i.e. no occlusion culling required). The tiles itself are 3d, not just small planes.
The levels are edited inside Unity with simple editor scripts: if tilemap GameObject is selected, clicking in scene view adds a tile GameObject to the mouse position with y = 0 and the tilemap GameObject as parents. A logical map is constructed in the Awake() method of the tilemap, by looping through the children and adding them to a 2-dimensional array. Each tile also has it’s own Tile MonoBehaviour that keeps track of the tile’s properties (walkable, see though, etc).
Grid lines could be easily implemented by including them in the tile textures.
Might be good idea to make your textures first, then move UV’s to suit. You could also consider putting grid texture on the 2nd UV set and using a lightmap or decal shader. If thats over your head, best to read up about multiple UV’s first.