Комментарии:
Hi, really appreciate your work.
But here I am completely lost... I don't understand where I need to make the link between this script and the Grid component. you said that we need to serializeReference to it... Is there somoene willing to give a little explanation ?
Thanks a lot
can i get the vertex positions of an spesific tile if im using a grid or a tilemap?
Ответитьbold of you to assume i know wtf serialized means :P
Ответитьambatukaaaaaaaaaaaaam
Ответитьmake this a short.
ОтветитьThanks mate, looking forward to the next one!
Ответитьhow would this work with vertical grid pieces?
Ответитьits odd how many people on grid tutorials make their own and not use this. Leading to there to be little information out there and finding it hard because so much has grid in the words or components but not actually using this
Ответитьbro just made a yt short
Ответитьi just found this channel. and i really like those viedos you made. they are very easy to understand. i dont know why you dont upload more new videos recently. it must be some reasons. but i hope i could see your new video soon.
ОтветитьI wish this worked in godot :~:
ОтветитьHow do you guarantee that the grid size will = the size of your prefab? Since you're not using the tilemap system and creating "tile" presets in my code the worldspace coordinates provided are off and the tiles are inside of each other even though the prefab is a size(1,1,1) same as the grid size.
Am I missing something or just mistaken?
Awesome!
Ответитьdidn't know this, thanks :)
ОтветитьCan you implement this feature in 3D? Like if you made levels out of blocks
ОтветитьI really appreciate this. I've been struggling with grids for a long time and have several projects that need it. This was by far the best way of handling it. and i also like that you went with the sprite renderer as 2d stuff gets overshadowed by UGUI layout stuff often.
ОтветитьIm new and wanna learn unity. My first objective is to learn the components to make a 2d turn base strategy game. However most grid based tutorials are obsolete cause unity has a built in grid function? Problem is, I cant find any resources to learn how to use it and it feels like im stuck at step 1. Anyone can guide me on how I should progress my journey?
Ответитьoh nice. I was just researching how to deal with hex grids
ОтветитьI would have liked to know this a year, hehe. Very informative video. Thank you!
ОтветитьLove your videos. I am about to binge from now to the weekend.
Do you take suggestions? I haven't seen a good all around save & load video. I know different games have different requirements. But, would you be able to cover this topic? (Different Save & Load methods, Encryption, Local vs Cloud, etc)
I love your videos. Very useful and informative for someone who's just started like me... Maybe you have a tutorial like this that I missed, but do you have any tutorials on how to move characters on a grid in a limited way? Like in SRPGs where units have movement of 5 and can move 5 tiles? Right now my units just go wherever they please...
ОтветитьI've had two projects where I wanted grid systems, they were 2D so I inherently used the TileMaps as a way to navigate the world, it was HELL, for anyone who ever wants to do moving things on a grid, DO NOT use the TileMap component. Glad I've seen this video, even if after the fact, it's a nice lesson for future dev.
Ответитьking
ОтветитьThank you! So easy and in 1 min video! You're awesome!
ОтветитьHi Tarodev,
Very interesting.
But, you made a video (game grid 1 & 2) where you made a grid from scratch, without the grid built-in component.
When to use one method rather than the other? What method do you recommend for a tactical game ?
My fav unity channel
Ответитьcan someone explain why this is better than the other system
ОтветитьAh yes. I totally know what these words meant! Thank you a lot for helping me out!
ОтветитьDamn this is a lifesaver. But whats bad about tilemap compared to this? Can you use them together?
ОтветитьGood to see you back and thanks for the share. Perfect timing!! Our next work project is going to feature a hex tile mechanic, and this is going to be a big help.
ОтветитьIt is ridiculous how LITTLE there is content on the native grid/tilemap system other than "HEY LOOK ITS A FANCY PENCIL"
ОтветитьFine. I'll go make a shitty tilebased game then.
Ответитьthis is a gamechanger
ОтветитьI just found you recently and you have saved me so much headache it is insane. So many forum posts, videos, etc. give examples on how to do things but in such a quick and sloppy way that I keep having to spend extra time looking for extra optimizations. Honestly thank you so much for your videos they are amazing.
ОтветитьHow to use unity effectively:
1) build a different game engine inside unity
👑
ОтветитьDo you still update your Patreon? It seems like it hasn't been touched since December.
ОтветитьIs there a framework that supports this kind of tiling feature in threejs?
ОтветитьI'm relatively new to unity and have only worked on real time projects so far. Is there an in built system for turns and turn countdowns?
How does that interact with real time animations before a turn is confirmed and ended?
Legit question Taro, are you busy working on any long term game projects atm?
ОтветитьThanks!!
ОтветитьIncredibly happy to see this post! You're the best Tarodev. Don't leave us so lonely out here bby!!! 🍤
Ответить:)
ОтветитьIs there a way to check if point is inside a cell gap?
ОтветитьWhat about path finding? Do we also get that out of the box?
ОтветитьBecause the hexagon is the bestagon
ОтветитьImportant!!! You forgot to add GridTileBase to the repo.
ОтветитьYou forgot to add GridTileBase to the repository
ОтветитьHexagonal grids must be annoying to calculate distance and areas.
Ответить