@@vanivan5202 Oh Quaternions are easy, EASY! First you -#*%Q#, then you ??????, then you spiral into a state of insanity and self-loathing for a week or more, then boom! You know the magic behind Quaternions.
I 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.
Good 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.
I'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.
Hey! Wonderful video. Would you mind explaining just a little more about how to get this set up from scratch for someone dangerously early in their Unity journey? I should be able to handle just a few sentences of text, just not quite seeing how to get from the blank 2D screen with the built in hexagonal tile map instantiated all the way to your final outcome here. Where does your script go? And do I need to be using Unity 3D to get those cool perspective shifts, etc?
Hi 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 ?
This can be used with those grid tutorials just fine. In those videos I used a simple nested for loop to gather world positions. Using this method you can continue using that nested for loop, but with the grid component you can transform those basic positions into whatever grid type you'd like 😊
its 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
Hi i am developing an android game with Pedestrians in the city. I have 48 game objects(pedestrians) with Skined Meshrender, a script that moves them on wayppont, a ragdoll setup and a animator. But when i turn them on my game lags Any solution to pool them or some tricks?
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
I 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.
I have actually been thinking a lot about the best ways to go about grids (particularly isometric and hexagon grids) so this video is useful. Though I can not seem to find the source code you mentioned.
OH Grids, I LOVE grids! i havent even watched it it, and I already gave it a thumbs up.... ofcoarse, now I'm going into this with high expectations.... omg, if you let me down though. that thumbs up... it will have to change, ill be heart broken!
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...
@@unluckyyooo6598 define 'above me'. If you mean where your character is, you can get the world location of any particular cell (on phone so can't give you the name) and check if it overlaps with your characters world location.
How 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?
If your tiles are 1x1 they should fit the default 1x1 rectangle grid. Are your pixels per unit set correctly? Put your tile against a unity cube to see if they're equal
@@Tarodev Thanks for the answer, I think the problem is that I was trying to use a unity 3d prefab "cube" instead of sticking true to a 2d iso sprite. Messed up some math calculations so if I wanted to use the grid to place actual cube objects I would probably need to do a bit more verbose script logic. Thanks!
Love 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)
Grid component: attached.
Power: harnessed.
Tarochan: returned.
Hope: restored.
See you in 3 months
Hotel: Trivago?
meme: succeeded
like: engaged
@@Tarodevbye, have a good life
tarochan AYAYA
Someone hacked Tarodevs channel and uploaded a video. Someone should alert him! 😂
I fear the day when I will see Quaternions video. That's when I will now this channel is done 100%.
@@vanivan5202 his Magnus opus
@@vanivan5202 Oh Quaternions are easy, EASY! First you -#*%Q#, then you ??????, then you spiral into a state of insanity and self-loathing for a week or more, then boom! You know the magic behind Quaternions.
No! Whoever hacked the channel, thank you, this way very helpful
This is the most productive 1 min of my life
I 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.
been waiting for your new tutor content and fortunately this grid tutorial is related to 1 of my projects, thanks :)
Tarodev your vids are little nuggets of gold. Thank you for all you've taught me.
Finally you uploaded. Its a hope for developers like me who just started out with unity. 👌🤭
I wish you luck on your journey
Good 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.
Good luck with your project 😊
Taro. I know it's a heavy burden. But we need you.
As long as it doesn't compromise your mental well being, of course.
I'm here for you 🙏
I'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.
I've been through the same process my man... I know your pain
Thanks mate, looking forward to the next one!
I literally checked yesterday if I had missed any new videos because it seemed like they haven't been out for too long 😂
Please do more. I really love ur videos❤
Hey! Wonderful video. Would you mind explaining just a little more about how to get this set up from scratch for someone dangerously early in their Unity journey? I should be able to handle just a few sentences of text, just not quite seeing how to get from the blank 2D screen with the built in hexagonal tile map instantiated all the way to your final outcome here. Where does your script go? And do I need to be using Unity 3D to get those cool perspective shifts, etc?
Pop into my discord and mention this comment. I'll fill you in
can i get the vertex positions of an spesific tile if im using a grid or a tilemap?
what would you use this for?
Where have you been Mr Taro? We miss your content
Another amazing video, thanks mate
Modular Quest System would be nice.
hey welcome back!
Thanks, Sensei.
i frickin love you man
My fav unity channel
And you're my favourite subscriber
Is there a way to check if point is inside a cell gap?
Hi 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 ?
This can be used with those grid tutorials just fine. In those videos I used a simple nested for loop to gather world positions. Using this method you can continue using that nested for loop, but with the grid component you can transform those basic positions into whatever grid type you'd like 😊
You are the gridmaster
Do you still update your Patreon? It seems like it hasn't been touched since December.
Legit question Taro, are you busy working on any long term game projects atm?
I am... Video coming soon. All will be revealed 😊
@@Tarodev then your absence I expect has been related to this, good luck, looking forward to it
@@Tarodev ooh ooh, I got an idea, is it related to GMTK?
@@WhitefoxSpace not even close 😂
didn't know this, thanks :)
i miss your videos man
Sweet. Thank you, friendly neighborhood cephalopod.
You are a god man thanks a lot
Hope you doing well.
See you again in the future
Can this component and script be used for 3D as well?
yes change cell swizzle parameter from XYZ to XZY
oh god, i def didn't just coded a grid system to then find this video ...
Awesome!
Took a break to finish that Quaterions video I assume.
Oh yeah man, that's next
awsome
its 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
Important!!! You forgot to add GridTileBase to the repo.
Thanks! I fixed it up. It was actually just video-specific functionality.
Every video is a step closer to the Quaternions video
Or further away
Hi i am developing an android game with Pedestrians in the city.
I have 48 game objects(pedestrians) with Skined Meshrender, a script that moves them on wayppont, a ragdoll setup and a animator.
But when i turn them on my game lags
Any solution to pool them or some tricks?
Maybe try the entity component system?
@@Rammbriel okay thanks for the tip
make this a short.
Landscape
Stop spamming, take a break from yt
Can't man, just so addicted to uploading
I was literally just about to start a project with a grid so this is super useful and well timed. Thanks!
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
Wait, I always work with grids and never knew I could read out the tiles. I always make an Array on top of my tilemap
I 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.
Hello there stranger
I have actually been thinking a lot about the best ways to go about grids (particularly isometric and hexagon grids) so this video is useful.
Though I can not seem to find the source code you mentioned.
Added :)
@@Tarodev Thanks!
Noice
hate to tell you this but your " :) " is backwards
I was hoping it'd trigger somebody
@@Tarodev well congratulations, it worked. ):
Good to have you back btw, love your tutorials
can someone explain why this is better than the other system
Ah shiet I only just made my own tile system, didn't know this is a thing.
You forgot to add GridTileBase to the repository
ambatukaaaaaaaaaaaaam
Good to see you back! Thanks for the video!
Such a long time 🎉❤
this is a gamechanger
Agreed 😊 let's make some grid games
I clicked this as soon as i saw the notification. A video from Tarodev is a joy.
Is there a shader applied here or "just" 2D art?
Just my hand drawn tiles 😊
It is ridiculous how LITTLE there is content on the native grid/tilemap system other than "HEY LOOK ITS A FANCY PENCIL"
OH Grids, I LOVE grids! i havent even watched it it, and I already gave it a thumbs up.... ofcoarse, now I'm going into this with high expectations.... omg, if you let me down though. that thumbs up... it will have to change, ill be heart broken!
jaw dropped. the like stays, i tried to give 2 likes, and that backfired. so I had to give you 3. which is only actually one
Do you know if this also snaps vertices?
So is this video basically saying you can make a grid without using tilemaps? That's awesome.
Bro.... I have wasted SOOOOO many hours writing my own system...
Thanks a lot, as always your video gimme new knowledge, now I dont neet to DIY grid system
This is amazing, I've been using the crappy prefab brush this whole time
me: I wanna make a grid based game
UA-cam: look at this video
every video is a banger tarodev.
We want more
Greedy!! But okay :)
I want more from my favorite channel. Dont be like Brackeys haha. Tell me if I can help, thanks :)
bold of you to assume i know wtf serialized means :P
We're so back.
So happy to see you back! 🎉
I remember you and you awesome...❤
Thank you! So easy and in 1 min video! You're awesome!
i love short and exact videos like these
I love that! Thank you man.
Can you implement this feature in 3D? Like if you made levels out of blocks
Absolutely. Just convert the xy to xz 😊
Man you're great
My God!! 😎
idk why I read the grids as "girls", ig I'm just too lonely
Sorry to disappoint 😂
there is the source code?
Woops. I'll add it in a tick
@@Tarodevthank you!
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...
Checkout my old school grid series. You can use this technique in conjunction with that series
If Unity provides a Grid component why does it seem like somany projects are implementing their own? Is there some con to the Unity Grid?
Nope. It's that people don't know about it. I didn't even know about it for many years.
wooooooooooh!!!!
king
👑
:)
I would have liked to know this a year, hehe. Very informative video. Thank you!
You know it now 😊
Incredibly happy to see this post! You're the best Tarodev. Don't leave us so lonely out here bby!!! 🍤
Is there way to check if there is a grid above me before I insstantiate a grid above me?
@@unluckyyooo6598 define 'above me'. If you mean where your character is, you can get the world location of any particular cell (on phone so can't give you the name) and check if it overlaps with your characters world location.
isometric grid, rotate your main camera 45 degres...
Not quite buddy...
How 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?
If your tiles are 1x1 they should fit the default 1x1 rectangle grid. Are your pixels per unit set correctly?
Put your tile against a unity cube to see if they're equal
@@Tarodev Thanks for the answer, I think the problem is that I was trying to use a unity 3d prefab "cube" instead of sticking true to a 2d iso sprite. Messed up some math calculations so if I wanted to use the grid to place actual cube objects I would probably need to do a bit more verbose script logic. Thanks!
@@posidon114 good luck buddy
Welcome back
Thank you
Because the hexagon is the bestagon
This man gets it
Ah yes. I totally know what these words meant! Thank you a lot for helping me out!
Fine. I'll go make a shitty tilebased game then.
That's the spirit
Love 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 wish this worked in godot :~:
Just download Unity and you're good to go :)