Master Grid Placement in Unity 2022 P1 - Calculating Cell Position

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  • Опубліковано 24 чер 2024
  • In this Unity 3D tutorial start creating a Grid Building System. First we will use Grid component to calculate a cell position for our mouse pointer position to use it in our placement system. Next we will expend the system with a custom grid shader and an object placement and removal system. At the end of this tutorial you will have a grid placement system that you can use in your own project.
    House building system in unity project template:
    courses.sunnyvalleystudio.com...
    Starter Project:
    / 80441380
    Scripts on github:
    github.com/SunnyValleyStudio/...
    Assets used:
    kenney.nl/
    𝗛𝗮𝘃𝗲 𝗮𝗻𝘆 𝗾𝘂𝗲𝘀𝘁𝗶𝗼𝗻𝘀? 𝗝𝗼𝗶𝗻 𝘁𝗵𝗲 𝗱𝗶𝘀𝗰𝗼𝗿𝗱!
    / discord
    𝗣𝗟𝗘𝗔𝗦𝗘 support the channel:
    / sunnyvalleystudio
    00:00 Grid system
    00:30 Starter Project
    01:00 Getting Mouse position on a plane
    03:10 Placement System
    05:20 Testing getting mouse position
    05:50 Grid Component
    08:11 Getting Grid Cell Position
    09:36 Testing Grid Cell Selection
    10:08 Adjusting offset for the Grid component
    #unity3d #gamedevelopment #indiegamedev #sunnyvalleystudio

КОМЕНТАРІ • 257

  • @SunnyValleyStudio
    @SunnyValleyStudio  Рік тому +5

    Part 2 about grid visualization -> ua-cam.com/video/nKF4Pwb-6Ow/v-deo.html

  • @rongreen385
    @rongreen385 Рік тому +9

    I wasn't having much luck finding good examples of using Unity's Grid class and along comes your tutorial - yay! Thank you so much.

  • @This-Was-Sparta
    @This-Was-Sparta Рік тому +3

    Great stuff as always. Exactly what I was looking for.

  • @frmlsshrmn
    @frmlsshrmn Рік тому +5

    This is extremely useful. I've been trying to get started on a base-building game and what I want to accomplish first is to make it possible to plop down objects (buildings) of various dimensions (1x1, 2x3) on a grid. So I'm looking forward to the rest of the series. Thanks!

    • @SunnyValleyStudio
      @SunnyValleyStudio  Рік тому +1

      Awesome! I will be posting the remining parts this week.

    • @MuhammadBilal-cs3dg
      @MuhammadBilal-cs3dg Рік тому

      @@SunnyValleyStudio can you please share the starter project link

  • @scjohnson243
    @scjohnson243 8 місяців тому +1

    Really useful, been trying to follow one of these and have not had much luck, so far this one is great!

  • @zeggxr1539
    @zeggxr1539 Рік тому +1

    really excited to watch it, thanks for the great tutorials!!

  • @ItsPBUH
    @ItsPBUH Рік тому +1

    These are great tutorials, always love your content :)

  • @Berndr
    @Berndr Рік тому +1

    Really great and clear strait forward explanation!

  • @Chigamungus
    @Chigamungus 4 місяці тому +1

    Fantastic tutorial! Exactly the kinds of things I was hoping to learn

  • @wasifalmeem4651
    @wasifalmeem4651 10 місяців тому +1

    Thanks a lot, really simple and straight forward. used prebuild unity components with a really simple logic. Thanks a lot brother

  • @bane9109
    @bane9109 Рік тому +1

    Hey Peter, thanks for this tutorial! Grid system is something i’ve had trouble with in the past, so I’m looking forward to learning how to implement this

  • @flatcoaster
    @flatcoaster Рік тому +2

    I've never thought to use the Unity Grid component all this long... seems very useful now

  • @opponentbacon
    @opponentbacon 25 днів тому +1

    SUCH an amazing set of tutorials and like other people have also said; exactly what i was looking for. thank you so much !

  • @hadiseylani2265
    @hadiseylani2265 День тому +1

    awsome tutorial... thanks for your clear explanations

  • @gabrielzanoni9961
    @gabrielzanoni9961 Рік тому +1

    Thank you very much! You teaching skills are awesome!

  • @Lazzarus7
    @Lazzarus7 15 днів тому +1

    Nice tutorial, very well explained!

  • @user-kv2hl6ij5h
    @user-kv2hl6ij5h Рік тому +1

    Thank's man. That just what I've been looking for

  • @yuhochih
    @yuhochih 5 місяців тому +1

    Thank you for making this tutorial, it is really helpful to me

  • @ender_0967
    @ender_0967 Рік тому +2

    ❤ Thanks Peter, this tutorial is fantastic, It helped a lot!

  • @Tozerus1
    @Tozerus1 Рік тому +1

    Thank you for the great tutorial!

  • @Joseph-ud1sd
    @Joseph-ud1sd Рік тому +1

    This Video helped me a lot! Thank you!

  • @eldarkvadrat
    @eldarkvadrat Рік тому

    You doing good job via tutorials. Glad to watch it :)

  • @troyna77
    @troyna77 Рік тому +1

    thanks a lot !!! i always learn when watching you tutorials. I really enjoy your udemy courses.

  • @halimebeyzacicek8440
    @halimebeyzacicek8440 11 місяців тому +1

    A very clear and entertaining video.

  • @FrogKin9
    @FrogKin9 8 місяців тому +1

    Thank you - again...
    Great work and alyways exactly what I'm looking for.
    As soon as I (or if I ever) earn some money with my Games, I will support you financially as well.

    • @SunnyValleyStudio
      @SunnyValleyStudio  8 місяців тому +1

      Thanks. And be sure to focused on making games first 👍 Making money from games is kind of separate skill and I don't think it is easy to learn it and make games at the same time 🙂

  • @deibysantiago9639
    @deibysantiago9639 10 місяців тому +1

    thank you sunny, amazing tuts

  • @RavenG102
    @RavenG102 7 місяців тому +1

    its a good start for my ideas, thanks!

  • @WEB2TV
    @WEB2TV Рік тому

    This is wonderful tutorial! Thank you!!

  • @clintonhamil9371
    @clintonhamil9371 5 місяців тому +1

    Thanks! Using this in a Game Jam build right now :D

  • @jboadas
    @jboadas 6 місяців тому +1

    Thanks for the video, very useful.

  • @ranggasukandar3533
    @ranggasukandar3533 11 місяців тому

    Thanks! super easy to understand👍

  • @minhquandam7334
    @minhquandam7334 Рік тому +1

    You are my savior !!! Thanks for the video

  • @aciloaicilo2926
    @aciloaicilo2926 Рік тому +1

    really helpful video, thanks

  • @vvbgamedevx11
    @vvbgamedevx11 3 місяці тому +1

    Thanks for the tutorial looking for something like this....

  • @mezainab848
    @mezainab848 8 місяців тому +1

    amazing and easy tutorials

  • @farvardinmainyu1961
    @farvardinmainyu1961 Рік тому +1

    Thank you Peter !

  • @gamedevbaiyi936
    @gamedevbaiyi936 Рік тому +1

    Love it.✌

  • @zubairGamX
    @zubairGamX 10 місяців тому +1

    Just Amazing Sir

  • @ayyycortana7196
    @ayyycortana7196 5 місяців тому +1

    Thanks for the video :)

  • @TheAlliones
    @TheAlliones 9 місяців тому +1

    Great Video!

  • @NecmonRed
    @NecmonRed 10 місяців тому

    Thank you! I'm not a native british or american, but i understood all frazes or words. My english level not low, and not high.
    The most best part of your tutorial is code. U make code so easy that hard to didn't undrestand what happen in video.
    One more - Thank you! +rep

  • @CLAREBPED
    @CLAREBPED Рік тому +1

    esse curso me ajuda muito com meus estudos, obrigado!

  • @ShahanAkhter
    @ShahanAkhter Рік тому +1

    thanks awesome tutorial

  • @bluzenkk
    @bluzenkk Рік тому +1

    cool and thanks~~ looks better and better~

  • @graheet
    @graheet 7 місяців тому

    You wonderful man. Thank you very much.

  • @user-in4gk8lm7q
    @user-in4gk8lm7q Рік тому +1

    Great video)

  •  Рік тому +1

    Your videos are amazing please share more video 😊😊😊😊😊😊😊😊

  • @back2back712
    @back2back712 2 місяці тому +1

    thank you sooooo much big brother

  • @jeremylock199
    @jeremylock199 Рік тому

    Thanks a lot for this Peter. I really want a grid building system for my tank game (actually using your tutorial for that too). I want to reimagine the game Bolo on the Apple II.

    • @SunnyValleyStudio
      @SunnyValleyStudio  Рік тому

      Sounds awesome! Be sure to share your progress on SVS discord (link in every video) 🙂

    • @MuhammadBilal-cs3dg
      @MuhammadBilal-cs3dg Рік тому

      @@SunnyValleyStudio can you please share the starter project link

  • @dukemagus
    @dukemagus Рік тому

    That's a good tutorial. Do you make guides for different engines or it's an Unity-focused channel??

    • @SunnyValleyStudio
      @SunnyValleyStudio  Рік тому

      Hey!
      Right now (this channel) is Unity focused. I want to do something similar for Godot in the near future. No plans for other engines though 🙂
      BTW many people have mentioned that some of the Procedural generation tutorials of mine are easily portable to Unreal engine. Code logic / architecture can easily be reused between engines. Things like Unity specific components (like the Grid component here) might be harder to translate though.

  • @사쿠노
    @사쿠노 7 місяців тому +1

    감사합니다.

  • @GrzegorzKiernozek
    @GrzegorzKiernozek Рік тому +1

    Thanks!

  • @richiebee33
    @richiebee33 Місяць тому

    Just what the doctor ordered! I can't wait to use this in the game. I'll definitely be buying your course. One question: my game is currently using Unity 2021. Is it a must to upgrade to 2022?

    • @SunnyValleyStudio
      @SunnyValleyStudio  Місяць тому +1

      As long as you are using Unity 2021.2 and above there should be no issues. This is because I am using C#9 features docs.unity3d.com/2021.2/Documentation/Manual/CSharpCompiler.html
      I am not sure about the shader part since this changes a lot (we are using a shader graph). But its something that you can convert easily - well you would recreate the shader in the older version of shader graph if it doesn't work out of the box).
      So those are the only limitations that comes to mind.

  • @jessepaulsen973
    @jessepaulsen973 6 місяців тому +1

    Great vid. By the way this creator also has courses on Udemy. Several of the courses are great for people who have got the fundamentals of Unity and coding under their belt and need to start learning architecture, design patterns and internal testing.

  • @ianfavreau9776
    @ianfavreau9776 4 місяці тому +2

    To anyone having trouble with the Mouse Indicator Testing part, make sure you have a mesh collider on the plane you are using as your grid.
    Also, to anyone having trouble with the Cursor Indicator not aligning with the cursor, make sure it has the correct Y position as it is different in the game than in the scene viewport. Spend time to make sure it is perfectly level in the game when you hit play (it doesn't matter if it is below the plane in the scene mode).

  • @bsdrago
    @bsdrago Рік тому +1

    Great!

  • @amenalaya1417
    @amenalaya1417 9 місяців тому

    Thanks nice one

  • @aleqkzander
    @aleqkzander 3 місяці тому +1

    Thanks :)

  • @vasilijemilenkovic1069
    @vasilijemilenkovic1069 5 місяців тому +1

    Great vidio

  • @CarlosOrtiz-of5se
    @CarlosOrtiz-of5se 27 днів тому +1

    Gracias!

  • @MuhammadBilal-cs3dg
    @MuhammadBilal-cs3dg Рік тому +1

    Awesome

  • @gheazu6954
    @gheazu6954 5 місяців тому +1

    ty

  • @atalay355
    @atalay355 3 місяці тому +1

    thanks

  • @Reykoil
    @Reykoil 9 місяців тому +1

    THX!

  • @mcredbunny5542
    @mcredbunny5542 5 місяців тому +1

    Thanks for the tutorial but where is the project you mentioned at the start of the video?

    • @SunnyValleyStudio
      @SunnyValleyStudio  5 місяців тому

      If you mean the extended version you can find it here courses.sunnyvalleystudio.com/ . Thanks for your support! 😍

  • @CLAREBPED
    @CLAREBPED Рік тому +1

    muito bom!

  • @user-gn4gy9fl9y
    @user-gn4gy9fl9y 7 місяців тому +1

    Thanks m8!

  • @user-fn4pg3bt3g
    @user-fn4pg3bt3g 10 місяців тому +1

    I`m trying to adapt your lecture for 2D Unity System. This lecture is so perfect for me and your last explanation for pivot makes me know why my tilemap dislocated little. Thank you. Let me ask you one more question... I think I can alternate Grid Component to Tilemap Component because we usually use it in 2D unity, and it is OK until but... do you think is there potential problems?

    • @SunnyValleyStudio
      @SunnyValleyStudio  10 місяців тому +1

      Hey! Tilemap in unity either inherits or uses grid component. I think it uses it because you get the grid component added whenever you create a tilemap. I think you can use either one.

  • @81gamer81
    @81gamer81 8 місяців тому +1

    good stuff comment

  • @bollyfun5963
    @bollyfun5963 6 місяців тому +1

    thnks

  • @zararyounis7723
    @zararyounis7723 6 місяців тому

    Thanks

  • @Whush69
    @Whush69 6 місяців тому +1

    thx

    • @SunnyValleyStudio
      @SunnyValleyStudio  6 місяців тому

      Thanks for watching!

    • @Whush69
      @Whush69 6 місяців тому

      @@SunnyValleyStudio This really helped me, I'm making a Tower Defence game in 3D and i needed the grid for it!

  • @jaybehl7567
    @jaybehl7567 Рік тому +3

    Hi, when I import the project assets (i only import the ones needed for the prefabs) the "CursorIndicatorParent" only shows as a opaque blank white square. It doesnt have the transparent hole in the center it does like yours. I am using Unity 2022.3.0. Can u help me? Otherwise, fantastic tutorial!

    • @SunnyValleyStudio
      @SunnyValleyStudio  Рік тому

      Maybe you have to set the "Render Mode" to be Transparent in the Material for the Cursor object docs.unity3d.com/Manual/StandardShaderMaterialParameterAlbedoColor.html

    • @danieletacconi5140
      @danieletacconi5140 6 місяців тому

      @@SunnyValleyStudio
      Ti sto seguendo ora e se permetti provo a aiutare riguardo alla domanda anche se nella mia lingua.
      Seleziona il materiale cellIndicator, in alto a destra cambia lo shader in standard. A questo punto doce c'è albedo ci metti lo sprite GridInidcator che trovi nella cartella _content. Fatto ciò basta che rimetti lo shader in sprites/default e dovresti visualizzare perbene. Ottimo video

  • @mikeaelmich
    @mikeaelmich 8 місяців тому +1

    Maybe you have tutorial on generating a house based on outlines on a satellite map. So that users can draw the shape of their house and apply extrude

  • @LDnbi
    @LDnbi 11 місяців тому

    Hey, great tutorial, though I am having problems with the sphere moving towards the screen when the mouse is stationary. Checked the code and it seems to be the same, not sure if you may know why this is happening?

    • @LDnbi
      @LDnbi 11 місяців тому +1

      Okay, I figured it out and it's so obvious now I have. I just hadn't changed the layer of the sphere, so the ray wasn't touching the plain.

    • @SunnyValleyStudio
      @SunnyValleyStudio  11 місяців тому +1

      I'm glad that you have found and fixed the issue 👍

  • @heiswatchingus
    @heiswatchingus 11 місяців тому

    After this tutorial I'll be a phucking billionare!

  • @BlackLambGames
    @BlackLambGames 28 днів тому

    Good

  • @Aushin510
    @Aushin510 5 місяців тому +1

    Hello, I am having issues with the grid being unaligned and unaffected by any changes to dragging the GridParent around. I am using the Voxel Generator tutorial you made and trying to implement this building grid system in a 3D world. I tried to follow along perfectly (swapping the floor grid indicator for a 3D visual model) but the closest i ever got to a functional (somewhat buggy) 3D grid is this:
    private void Update()
    {
    Vector3 mousePosition = inputManager.GetSelectedMapPosition();
    Vector3 gridPosition = new Vector3(Mathf.Round(mousePosition.x), Mathf.Round(mousePosition.y), Mathf.Round(mousePosition.z));
    mouseIndicator.transform.position = mousePosition;
    cellIndicator.transform.position = gridPosition;
    }
    With the GridParent Transformed to -.5 on XYZ. Depending on the face of the voxel, it either works correctly or places the grid cursor in the air beside the target block. Any help to my confusion is appreciated!

    • @SunnyValleyStudio
      @SunnyValleyStudio  5 місяців тому

      I am not sure but it might be but remember that the Grid component has center points in the bottom-left corner (at least in 2D). Maybe it is a matter of math - that in the voxel generator the center point is in the middle of the voxel. Maybe just adding an offset of -.5 to x and z by default would fix that?
      The error sounds like a floating point issue where since it it is on the edge of 2 grid tiles it sometimes works and sometimes doesn't, Still might be some more complex problem.

  • @starfart69
    @starfart69 10 місяців тому +1

    When you say you can change it to hexagon in @7:15, it would be so much better to watch if you click it just to show the viewer what changes if you do that.

    • @SunnyValleyStudio
      @SunnyValleyStudio  10 місяців тому +1

      Thanks for the feedback! 👍

    • @starfart69
      @starfart69 9 місяців тому

      @@SunnyValleyStudio Hey, you have great content man. Your subs are criminally underrated.

  • @watercat1248
    @watercat1248 9 місяців тому +1

    This remindmy Sims
    11:45 especially this part

    • @SunnyValleyStudio
      @SunnyValleyStudio  8 місяців тому

      Awesome! I hoped it would 🙂 (otherwise I don't think people would watch the tutorial that much 😅)

    • @watercat1248
      @watercat1248 8 місяців тому

      @@SunnyValleyStudio enway I'm sure I bulding editor like I will be able to be useful for other type off game's well.
      It will be easy to make Sothis like this as map editor for game.
      Or a one off the tools for sandbox game.

  • @Robin-xk1pp
    @Robin-xk1pp 6 місяців тому +1

    How do i change the width of that white part of the Coursor Indicator.

    • @SunnyValleyStudio
      @SunnyValleyStudio  6 місяців тому

      As far as I recall we have used a simple quad with a texture to create preview system. You can modify the texture or create the outline using a shader to be able to smoothly modify how it looks.

  • @gudfurt8464
    @gudfurt8464 3 місяці тому +1

    I'd like to do something similar in 2d but I'm having some trouble with the input manager. The z index of the circle I'm using as a mouse indicator is at -6.58 even though my near clipping on the camera is set to 0 (started with 0.001) and it's not following the mouse position either (based on inspector values). Any ideas why and what I could do to fix it?

    • @SunnyValleyStudio
      @SunnyValleyStudio  3 місяці тому

      In 2D you actually don't need the Camera Raycast. You would use "Camera.main.ScreenToWorldPoint(Input.mousePosition);"
      Next you would use that to move your Image (since in 2d we don't use spheres 🙂 unless you know what you are doing) and set it as spheres x and y position. Hope it makes sense!
      If you are using the new input system you just need to get the mosuPosition from that 🙂

    • @gudfurt8464
      @gudfurt8464 3 місяці тому

      Thanks for the response! I tried it without the raycast and it worked out perfectly

  • @bleedingflower6078
    @bleedingflower6078 3 місяці тому +1

    I have been having this issue where on one side of the plane the grid snaps all the way to the edge and on the other side it only snaps one early. This makes it so on one side it goes outside of the plane. I have been trying to offset things like crazy. The grid, the plane, the gridparent. I even tested with the sphere as grid indicator and still it indicates that it reaches the edge of the plane on one side but not on the other side. I also have tried scaling but just no change works. I am completely lost on why my grid is completely incorrect.

    • @SunnyValleyStudio
      @SunnyValleyStudio  3 місяці тому

      So remember how we convert the world position to grid position? Check using Debug.log what is the world position and what the grid position is. It might be that the grid has an offset and when you reach one of the edges the position is Ceiled (rounded up) ?
      Also remember that we have the grid plane and the ground plane (for simplicity of the setup). The problem might be that one is smaller than the other and when detecting positions on the edge there is actually no collider so the raycast is NULL and the returned position is from the previous row / column. This actually happened to me so maybe that is also an issue in your case?

    • @bleedingflower6078
      @bleedingflower6078 3 місяці тому

      @@SunnyValleyStudio thank you but I already figured it out. I noticed that it qas working correctly however by default it took the bottem left corner of the grid right on the crossing point. So all I had to do was add an offset in code of 0.5f X and 0.5f Z that put it in the center of the square and fixed it. Before that I was trying to do the offset in unity but ofcoarse that gets reset by the code. But thank you for your response I deeply appreciate the efford you put un to help everyone.

  • @Sussy_Boy625
    @Sussy_Boy625 3 місяці тому

    would this be able to keep track of what has been placed down?

    • @SunnyValleyStudio
      @SunnyValleyStudio  3 місяці тому

      In the tutorial we use "GridData" object to store placed objects and their position. You should be able to easily expend this data or use it to ex "block placement of more than 3 chairs" (so to condition placement based on already placed object).
      I hope it answers your question!

  • @ambiepuur1
    @ambiepuur1 Рік тому

    Thanks for this tutorial. Unfortunately I already got stuck at the beginning. I followed every step you took with making the script and set everything where it needs to be, but when I got to 'testing getting mouse position' and click on play, the mouse won't move in the game. It's like it's not seeing the Sphere mouse? Do you have any idea why this is?

    • @SunnyValleyStudio
      @SunnyValleyStudio  Рік тому +1

      Check if the Raycast detects your plane. Remember that we use a LayerMask to limit the mouse position detection to the grass plane so the sphere will only move if the raycast detects the grass plane. Easiest way si to Debug.Log(position) inside the hit.collider != null check.
      I hope it helps!

    • @ambiepuur1
      @ambiepuur1 Рік тому

      @@SunnyValleyStudio Thank you for the reply! I was searching and searching for what the problem was and I also thought it had something to do with the layerMask. I just found out I typed my mousePos to y and not z. That was the whole problem! Anyway it’s fixed now. Thanks again, I enjoy your tutorials and learn a lot :)

  • @four_corner_days
    @four_corner_days 9 місяців тому +1

    I'm trying this from scratch, but my cell indicator renders below the grass plane while the mouse indicator is correctly rendering above the plane. what could be causing this?

    • @SunnyValleyStudio
      @SunnyValleyStudio  9 місяців тому

      I think we have set in a script or as a component variable an "offset" for the indicator. Check the "PreviewSystem" script if we do something like "+new VEctor3(0, someValuse, 0);" when moving the indicator.

    • @HollowGameStudio
      @HollowGameStudio 3 місяці тому

      I'm not sure what "PreviewSystem" script Peter is talking about in his comment here, but I found an offset solution that worked for me, as I had this same issue. For some reason I had to set my yOffset to ~0.8 to get the cell indicator high enough to stop z axis fighting.
      Instead of
      cellIndicator.transform.position = grid.CellToWorld(gridPosition);
      I used
      Vector3 cellIndicatorPosition = grid.CellToWorld(gridPosition);
      cellIndicatorPosition.y += yOffset;
      cellIndicator.transform.position = cellIndicatorPosition;

  • @coding_game
    @coding_game Рік тому +2

    sir cell indecator not working And download the assets from said?

    • @SunnyValleyStudio
      @SunnyValleyStudio  Рік тому

      Hey!
      You can check the code here (as I suspect it might be a matter of some missing line of code) github.com/SunnyValleyStudio/Grid-Placement-System-Unity-2022/commit/10d004fefbbac0dcbea0022a53b4ce3ba9c6da89
      Also make sure to set the LayerMask of the cell indicator to something other than default as in the code we want to be detecting the ground. I mention it at 5:25
      I hope it helps!

  • @lukgoolaerts3085
    @lukgoolaerts3085 6 місяців тому +1

    Somehow when i follow this tutorial, the sphere (mousepointer) starts where the mouse is, but then flies straight to the camera, and i can't figure out why. Strange

    • @SunnyValleyStudio
      @SunnyValleyStudio  6 місяців тому

      Have you set the Spheres layer to something other than "default" ? I might have gone over this too fast. Basically if sphere has the same layer as the detection layer the sphere will be gradually moving towards the detected point - which is on the surface of the sphere. This will cause it to fly towards the camera.
      Sorry for not explaining it better in the video!

    • @lukgoolaerts3085
      @lukgoolaerts3085 6 місяців тому

      @@SunnyValleyStudio Yes, problem with the layers. instead in changing the layer i added it so, I had the problem you describe above. Thanks for answering

  • @Rexu3030
    @Rexu3030 Рік тому +1

    I creating project in 3d URP but i haven't this folders and scenes as you.

    • @Rexu3030
      @Rexu3030 Рік тому

      Pls help!

    • @SunnyValleyStudio
      @SunnyValleyStudio  Рік тому

      It is best to download the full project (ZIP filed), unpack it to a separate folder and use unity Hub "open" on it to add open the same project as I have.
      The scene should be in the "Scenes" folder. Sorry for not explaining it better!

    • @Rexu3030
      @Rexu3030 Рік тому

      @@SunnyValleyStudio thanks

  • @Robin-xk1pp
    @Robin-xk1pp 2 місяці тому

    is it normal that getting the mouse postion takes away so much fps? Because this makes me worried about the performance of my game. I cannot work efficiently if i dont solve this issue or find out that it is normal.

    • @SunnyValleyStudio
      @SunnyValleyStudio  2 місяці тому

      No at my end it works great. Maybe for some reason you have added multiple raycasts / multiple scripts that do the raycast to the same GameObject ?

  • @dynogamergurl
    @dynogamergurl 3 місяці тому +1

    does this system work with controllers too?

    • @SunnyValleyStudio
      @SunnyValleyStudio  3 місяці тому

      If you are using the new input system you could use the controller as well 👍

  • @Robin-xk1pp
    @Robin-xk1pp 8 місяців тому

    How can i make a circular grid? The cells have to be a square and they need to form a circle.

    • @SunnyValleyStudio
      @SunnyValleyStudio  7 місяців тому

      You should consider it in terms of painting pixel art in Aseprite (or paint or any software). There you have a "brush" which defines a selection shape. All you need is to find or figure out an algorithm to select all the grid cells using some radius value from a specified position. Not sure if that is what you mean.
      In terms of the shader I don't think it would be that easy to create it. I think the easiest solution is to generate a mesh / or create it in Blender that is of the shape of your circle and put the shader on it so that it only shows the "circular" grid made of squares.
      I hope it makes sense!

  • @redinternet9893
    @redinternet9893 Рік тому +1

    Does this apply to uneven ground?

    • @SunnyValleyStudio
      @SunnyValleyStudio  Рік тому

      Well usually the grid is flat (even if the space includes a mountain it should not take more space than another cell in your grid) - so unless you want an irregular grid the only problem is placing the objects or drawing the grid in accordance with the vertices of the mesh. I am not really sure how our shader would work - I assume that it would handle it. In that case all you would need is to adjust the placement position so that the object aligns with the ground.
      I hope it helps somehow. I haven't tested this system with an uneven ground (like in civilization series)
      *for an irregular grid you would need a custom grid script

  • @PiFsc2
    @PiFsc2 11 місяців тому +1

    Is there a tutorial to do this in a 2D based game?

  • @prasannakuppu3165
    @prasannakuppu3165 Рік тому +1

    Can we create this grid system at runtime?

    • @SunnyValleyStudio
      @SunnyValleyStudio  Рік тому

      Yes. Grid component just do the calculations for you. It doesn't creates anything scene relevant (well it needs to be added on a gameobject so it knows its origin position since it calculates the grid coordinates taking into account the position where it is placed in the world space).

  • @tomasa9690
    @tomasa9690 Рік тому +1

    You shared used assets but the link goes to nowhere, it just opens the whole website

  • @user-iv3mg5yn2w
    @user-iv3mg5yn2w 5 місяців тому +2

    I like cheese burger and your lesson tastes very cheese burger.

    • @SunnyValleyStudio
      @SunnyValleyStudio  5 місяців тому +1

      That is the most creative comment that I had on the channel 😄

  • @steelman6403
    @steelman6403 Місяць тому

    Would this work in a first person system

    • @SunnyValleyStudio
      @SunnyValleyStudio  Місяць тому

      Yes. You could still shoot a raycast from the camera of the player just in the forward direction. The use of Grid component should work for any kind of grid placement system - it is reusable. I think that you would have to consider creating multiple grids in case your world is very big. So you might need to make a few changes to the project 👍

  • @Telikal
    @Telikal Рік тому

    How do I impor tthe grid placement system I cant figure it out.

    • @SunnyValleyStudio
      @SunnyValleyStudio  Рік тому +1

      The best way is to download the ZIP archive, unpack it to a separate folder and use "Open" button in the unity Hub to open it as a new project. If you want to import a package to an existing project here is Unity manual about importing docs.unity3d.com/560/Documentation/Manual/AssetPackages.html

  • @wisdomkhan
    @wisdomkhan 7 місяців тому +1

    My cell indicator is not matching with unity grid.

    • @SunnyValleyStudio
      @SunnyValleyStudio  7 місяців тому

      I recall that since the Tilemap tile has its center in "bottom-left" corner we have applied an offset either to the prefab or to the placement of the cell indicator of (0.5f, 0f, 0.5f). Maybe that is the problem?