I’m working on a tile based game (things like Fire Emblem for instance), and I’m actually working on displaying the tiles.
To be more precise, I did generate my grid using an instanced static mesh component, that works fine, but I’m struggling now to show the player the cursor (current tile hovered), and other infos. For instance, each character does have a movement range, which I’d like to show to the player. Same goes for the path for a character, and few other things.
Basically, I’d like to achieve something like this:
Seems expensive to use decals. I suggest you have a post process grid material or bake it into the actual landscape material. You can get the character position and from there use a sphere to check the bounds. You could also use a render target, since it’s a pixelated grid you could use a lower resolution.
I’m not familiar with rendering at all, more specialized in AI, so I don’t know much about all of that. But thanks for the input, I’ll take a look at the post process material, as it would be in 3D (similar to the first and third image).
I already have my character position, using directly my camera to do a raycast and get the closest tile, so this part isn’t an issue at all.