rorydungan / hextiles Goto Github PK
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License: MIT License
Unity Hex Tile Editor
License: MIT License
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)?
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.
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.
Even if I turn off the directional light and used baked in lighting, it's still very very dark.
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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