• Version 1.1.5 released

    As per request the custom rendering range now affects drawing as well, not just rendering. If you are wondering why this wasn't the case before, it was a leftover from before the custom rendering range got implemented. Originally the custom range was only meant for rendering because that would be what the layer sees in the final game, not the drawing, whether they are the same or not. Also, the drawing is only a drawing, the grid keeps working beyond what's visible, being infinite. That's why the drawing had low priority and I worked on other parts instead.

  • Version 1.1.4 released

    Version 1.1.4 has been approved. It doesn't add anything new for a change, instead it fixes a bug where lines with a width larger than 1 were drawn on top of things they were supposed to be under.

  • Hex grid drawing - finally!

    I have finished the drawing part for hex grids. As I mentioned before, there are many ways to draw hex grids and I want to cover as many of them as possible. Let's count all the possibilities that work now.

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  • Swap variables in Unity

    I've decided to go with one HexGrid class and provide enough options. To do this I will need to swap around variables so I can use the same formulae for different cases. I could write the swapping part where it is needed, but then I'd be writing the same thing several times (which is a bad thing to do). Wouldn't it be better if there was some sort of swapping function? Could that function work for any type of variable? Could it work without needing to reassign variables again? Yes to all of that:

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  • The current roadblock

    It has been over a week since my last post, so I might as well explain what's going on. As I finished rendering I had tightened up all loose ends that were left, I consider Grid Framework to be complete for rectangular grids. You can perform all the common calculations, debug things and visualize the grid properly, either using simple lines or even Vectrosity. This is just the first step though. Hex grids are very popular for games for various reasons, so it makes perfect sense to do them next, right? Well, here is where the problem starts.

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  • Version 1.1.3 released

    You know, sometimes I look at something and wonder "what kind of idiot designed this!?", only this time I was the idiot. Let's say you wanted to render a simple 3x3 grid and you wanted the origin to be in the lower left corner. Well, you simply couldn't do that, not until now:

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  • 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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