Oh alright, so you essentially want to create a hex grid on a sphere. In that case, I think it’s going to be a lot more work than just arranging multiple circles. I had looked into it when first creating this system, but then realized it’d be too much work and I’d have to raise the price of the package by a lot just for that particular setup. Here are a couple of resources that helped me back then while researching on the topic:
Also, IIRC I believe it’s impossible to create a perfect hex grid. You’ll need to also place a few pentagons (like the separate colors on a football) in there somewhere to make it work. If there are lots of hexes like in Rimworld, most people are not gonna notice it though. You can check out the developer mention it here (timestamped):
well im working on a space base building game i need a cuboid grid system for that, is it possible to get nearest location to snap the building on that point
anyway you could still asnwer mrbearts question? “well im working on a space base building game i need a cuboid grid system for that, is it possible to get nearest location to snap the building on that point”
would like to know if able to use to make a unified grid system with mutliple block sizes that connect to the grid example being a 25cm block being the smallest and the bigger blocks take 2-8 more spaces etc
Hey there, as of now, Snap to Grid functionality is only added for the default 2D grid. There is no support for building placements or multi size tests.
Regarding using snap to grid on the 3D cuboid grid, could you provide some example scenario/video or more details about how the player interacts with this grid space?
Alright, got it. I’ll add a demo level for the 3d grid with this system. This week is a bit hectic, but I should be able to publish an update next week.