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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.