• Version 1.1.2 released

    It's up, version 1.1.2 brings Vectrosity support, better documentation and integrates Grid Framework into the menu bar. From now on you will never again have to drag scripts manually from the Plugins folder onto objects when using Grid Framework.

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  • Vectrosity progress

    Well, it's pretty much done, you can now get a set of Vector3 points for use with Vectrosity from just one line of code. I played a bit with Vectrosity to make an example scene and this is what it looks like:

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  • Line width for rendering

    I just submitted version 1.1.1 (update: has been approved) which lets you set the width of the rendered line in the inspector. Here is an example, obviously it's over the top, but you can set the width to anything you like.

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  • A new inspector

    Well, I wanted to do this sooner or later anyway, so I made a custom editor for the rectangular grid. Before this I was using the default inspector panel:

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  • Version 1.0.1

    If you tried debugging the functions FindNearestFace() or FindNearestBox() you might have noticed that the cubes drawn didn't have the same rotation as the grid. While it didn't change anything about the returned value (only the centre of the cube mattered), it looked ugly. I've submitted a small update that fixes the rotation:

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  • Grid-based game logic

    Another video tutorial, showing how to use grid-based game logic in a puzzle game. This is the tutorial for the lights-out game I mentioned before and which has been included with the package.

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  • Release!

    Grid Framework has been approved and is from now available on the Unity Asset Store for 15$

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  • Grid movement and runtime snapping

    Well, I just sent my second submission. There are three examples included, one showcasing grid-based movement, one showcasing how to place objects on a grid during gameplay and the lights-out game mentioned below. I also made tutorial videos for the first two, showcasing how you can accomplish these tasks in a simple manner on your own:

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