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Releases: tomicz/unity-procedurally-generated-grid
Releases 路 tomicz/unity-procedurally-generated-grid
Release list
v1.1.0
Turns the grid from something that renders into something you can build a game on: coordinates, pathfinding, layouts, and tooling.
Install
https://github.com/tomicz/unity-procedurally-generated-grid.git#v1.1.0
New
- Coordinate conversion.
NodeToWorld/WorldToNodeon the component,GetNodeCenter/TryGetNodeon the plain grid. A position in a spacing gap maps to the node before the gap. - Batched color uploads. Colors set in play mode are uploaded once at the end of the frame.
ApplyColorsflushes early,SetAllNodeColorsresets the grid, andColorsDirtyexposes the state for plain-grid users. - Neighbour queries.
GetNeighborsfills a caller-supplied buffer without allocating and never offers a diagonal that would cut a corner past an obstacle. - A* pathfinding.
GridPathfinderwith a binary-heap open set and reusable buffers.WasVisitedandLastVisitedCountdescribe the explored area. - Saveable layouts.
GridLayoutAsset(Assets > Create > Procedural Grid > Layout) withSaveLayout/LoadLayouton the component. - Custom inspector. Node and vertex counts, memory footprint, a large-grid warning, and buttons for Regenerate, Clear Occupancy, Reset Colors, and layout save/load. Occupied nodes draw as red gizmos.
- Example scripts.
GridPainter(left-drag paints obstacles) andGridPathDemo(right-click sets start and goal, path redraws as you paint), both in the example scene.
Fixed
- Node colors are serialized as a packed byte array. A
Color32[]cost three YAML lines per node and could dwarf the scene file on large grids.
Tests
62 edit-mode tests, up from 26.
v1.0.0
First versioned release. The grid is now a proper Unity package: installable from the git URL, MIT licensed, and covered by edit-mode tests.
Install
https://github.com/tomicz/unity-procedurally-generated-grid.git#v1.0.0
Requires Unity 2021.3 or newer.
Highlights
- One mesh, any size. The grid uses 32-bit mesh indices automatically past 65,535 vertices, which replaces the old multi-section system and its child GameObjects.
- Works in builds. Generation now runs on enable, not only in the editor's OnValidate, so the grid object exists at runtime.
- Persistent node state. Occupancy and per-node colors survive regeneration and scene saves. Resizing keeps the overlapping region.
- Faster generation. No per-node allocations, Color32 vertex colors, and color-only uploads when a node changes color.
- Material fix. The component uses its assigned material via sharedMaterial instead of instantiating one per Awake.
- Bounds check on SetNodeColor, which previously wrote into the wrong row for a bad column index.
- Package manifest, license, README rewrite, and 26 edit-mode tests.
Breaking changes
GridGeneratormoved into theTOMICZ.Gridnamespace.OptimizedGrid.MeshSectionsis gone. Use theVertices,TrianglesandColorsarrays, andLoadMeshData(mesh)for a full upload.- Colors are
Color32.Colorconverts implicitly, so most callers compile unchanged. - The generated mesh is no longer saved into the scene.