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hextiles's Issues

Can you use this in a strategy world map?

Hello,

Now I already saw in the other issue how you can put sprites and other game objects onto another tile with HexTileMap.QuantizePositionToHexGrid so that certainly answers one of my needs but I am creating a game like NEO Scavenger but any of the maps in the Civ games work pretty much in the same way.
My question is would I be able to use this if my player needs to move with mouse/touch events? Would i need to add something myself in order for the hex grid map to work with a mouse/touch?
Is there an implementation for obstacles already?
And my last question: How easy would be to add special case models for the map i.e. if I want to create a coastline near bodies of water(This can be seen in the modern Civ games too)?

Sides of Tiles appear as if they are shadowed regardless of lighting settings

I have a Hex Tiles map set up in my project running an out of the box URP shader for its rendering settings. Regardless of what material I place on the tiles themselves, the sides appear as if they are always shadowed. I have tried baking lighting with the global lighting settings and if I set a high enough intensity it's clear that the textures themselves are mapped correctly, they're just... very dark. At a global intensity of 1 they are too dark to see.
sideways light

If I turn off "Scene Lighting" the problem "fixes" itself, but inside the game that uses a "sun" (aka a directional light that rotates around the map and not baked skybox/environment lighting) the sides go back to being almost entirely matte black regardless.

no scene light

Even if I turn off the directional light and used baked in lighting, it's still very very dark.
shadow

HexTileData reinstantiated for every Tile each time HexTileMap.TryGetTile() is called.

Hi Rory, your editor was so far very usefull for me, thanks!

However, I wanted to have some additional meta data stored within each tile, so I added new attribute to HexTileData class, let's call it Model. Now, in my GameScript, I want to be able to read the Model info for any particular tile. So I call the HexTileMap.TryGetTile() with some HexCoords and I see, that the HexTileData is being instantiated for each call to TryGetTile(), and internaly to HexTileMap.Tiles.get().

Before I dig deeper and try to solve this on my own, is this an intention, should I be using the HexTileData in different way or could you please recommend me a better way to store the tile meta data?

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