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v1.0.0

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@tomicz tomicz released this 06 Sep 08:55
· 10 commits to master since this release

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

  • GridGenerator moved into the TOMICZ.Grid namespace.
  • OptimizedGrid.MeshSections is gone. Use the Vertices, Triangles and Colors arrays, and LoadMeshData(mesh) for a full upload.
  • Colors are Color32. Color converts implicitly, so most callers compile unchanged.
  • The generated mesh is no longer saved into the scene.