What is the most resource efficient way to implement a grid over a 3D plane?

Hello Unity Devs,
I’m working on a project that I want to have a similar aesthetic to the game Software Inc or let’s say The Sims. The game I’m working on involves a building system similar to those games and right now I am trying to brainstorm the most efficient way to handle vertex snapping and wall placement the way Software Inc. or The Sims does.

I know I could eventually implement a way on my own, but my ideas all seem way too resource heavy for only a minor piece of game play. If anyone out there has any ideas on how to implement this kind of wall placement system without have 100s of vertex objects wasting space in memory, I would love the help. I just need someone to point me in the right direction.

EDIT : A little more on the issue, I have a plane for the game floor. I want to be able to take the units displayed in the Unity Scene View and snap my various wall objects and furniture objects to the vertices created by that grid.

Have a good one!

I don’t know if it would help but I wrote some code for moving track pieces around in a game for my son which would also lock the movement within a collider bounds. It’s probably not great code as I only started teaching myself unity and c# a few weeks ago simply because my 4yo son loves the vive but there is little content out there for his age group.

https://forum.unity3d.com/threads/snapping-objects-within-gameworld.455508/

I think your project has bits of code that I may need. Never thought of dynamically creating a mesh for the grid and I’ve never written code for meshes so I will certainly have to research it. However, I think I just need the vertex points and then a visual representation of the grid, no more functionality beyond that.

It’s certainly been a head scratcher for me.

There is this in the asset store. I took a look at it before I made up my code - https://www.assetstore.unity3d.com/en/#!/content/62498