#I agree with you can you make a thread
1 messages · Page 1 of 1 (latest)
so, if i create a new script to attach to a player, i already have a grid in my scene from making a tilemap earlier, and i can add a serialized field in the script to plug in the grid
what's your current problem again?,
i just want to attach movement to a grid and before every move check for obstacles
using raycast right?
i was, but i shouldnt need to if i use a grid then just check the attributes of a space on a grid, right?
I would suggest using some of the ideas in this video. [https://www.youtube.com/watch?v=kkAjpQAM-jE&t=225s&ab_channel=Tarodev]
Create a grid in Unity of any width and height. I'll show you how to create a checkerboard pattern to better distinguish each tile as well as how to hover and select each individual tile.
Perfect for any tactics or turn-based game.
GridManager.cs: https://pastebin.com/cip74C4E
Tile.cs: https://pastebin.com/UD6zE467
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i was using boxcast
It sounds like everything you need
👍 ill check it out
kk
reviving dead-ish thread, this makes a nice box with tiles, but if i wanted to actually map a grid with attributes, how would i go about that? like, if i wanted to have a grid and a row of pawns (chess) spawn on points in the grid as opposed to just points on the screen or something
like i feel like the video is backwards in terms of it makes the tiles and then it gives then names (x,y) and then you can get the tile through a public method
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Tiles/Board generator.
GameManager to spawn the board.
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PlayerMovement