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v1.1.0

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@tomicz tomicz released this 06 Sep 08:56
· 1 commit to master since this release

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 / WorldToNode on the component, GetNodeCenter / TryGetNode on 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. ApplyColors flushes early, SetAllNodeColors resets the grid, and ColorsDirty exposes the state for plain-grid users.
  • Neighbour queries. GetNeighbors fills a caller-supplied buffer without allocating and never offers a diagonal that would cut a corner past an obstacle.
  • A* pathfinding. GridPathfinder with a binary-heap open set and reusable buffers. WasVisited and LastVisitedCount describe the explored area.
  • Saveable layouts. GridLayoutAsset (Assets > Create > Procedural Grid > Layout) with SaveLayout / LoadLayout on 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) and GridPathDemo (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.