├── .gitattributes ├── .gitignore ├── .vsconfig ├── Assets ├── BuildingSystem.cs ├── BuildingSystem.cs.meta ├── CameraMovement.cs ├── CameraMovement.cs.meta ├── Cube.prefab ├── Cube.prefab.meta ├── GrassBasic.mat ├── GrassBasic.mat.meta ├── ObjectDrag.cs ├── ObjectDrag.cs.meta ├── PlacebleObject.cs ├── PlacebleObject.cs.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Tile_images.meta ├── Tile_images │ ├── green_tile.png │ ├── green_tile.png.meta │ ├── red_tile.png │ ├── red_tile.png.meta │ ├── white_tile.png │ └── white_tile.png.meta ├── Tile_palettes.meta ├── Tile_palettes │ ├── free_terrain.prefab │ ├── free_terrain.prefab.meta │ ├── neutral_terrain.prefab │ ├── neutral_terrain.prefab.meta │ ├── occupied_terrain.prefab │ └── occupied_terrain.prefab.meta ├── Tiles_assets.meta ├── Tiles_assets │ ├── green_tile.asset │ ├── green_tile.asset.meta │ ├── red_tile.asset │ ├── red_tile.asset.meta │ ├── white_tile.asset │ └── white_tile.asset.meta ├── house_1.prefab ├── house_1.prefab.meta ├── house_2.prefab ├── house_2.prefab.meta ├── house_3.prefab └── house_3.prefab.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Packages │ └── com.unity.testtools.codecoverage │ │ └── Settings.json ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md └── Readme Images ├── image.png ├── showoff.mp4 └── yt.png /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | *.app 63 | 64 | # Crashlytics generated file 65 | crashlytics-build.properties 66 | 67 | # Packed Addressables 68 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 69 | 70 | # Temporary auto-generated Android Assets 71 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 72 | /[Aa]ssets/[Ss]treamingAssets/aa/* 73 | -------------------------------------------------------------------------------- /.vsconfig: -------------------------------------------------------------------------------- 1 | { 2 | "version": "1.0", 3 | "components": [ 4 | "Microsoft.VisualStudio.Workload.ManagedGame" 5 | ] 6 | } 7 | -------------------------------------------------------------------------------- /Assets/BuildingSystem.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.Tilemaps; 5 | using UnityEngine.UIElements; 6 | 7 | public class BuildingSystem : MonoBehaviour 8 | { 9 | 10 | public static BuildingSystem instance; 11 | 12 | public GridLayout gridLayout; 13 | private Grid grid; 14 | 15 | [SerializeField] private Tilemap BuildingOccupiedTilemap; 16 | [SerializeField] private Tilemap BuildingFreeIndicationArea; 17 | 18 | [SerializeField] private TileBase occupiedTile; 19 | [SerializeField] private TileBase freeTile; 20 | 21 | [SerializeField] public bool modeAllAreaInRed; 22 | 23 | public GameObject prefab1; 24 | public GameObject prefab2; 25 | public GameObject prefab3; 26 | 27 | private PlacebleObject objectToPlace; 28 | private BoundsInt prevArea; 29 | 30 | 31 | #region Unity Methods 32 | 33 | private void Awake() 34 | { 35 | instance = this; 36 | grid = gridLayout.gameObject.GetComponent(); 37 | 38 | BuildingOccupiedTilemap.gameObject.SetActive(false); 39 | BuildingFreeIndicationArea.gameObject.SetActive(false); 40 | 41 | BuildingOccupiedTilemap.transform.position = Vector3.zero; 42 | BuildingFreeIndicationArea.transform.position = Vector3.zero; 43 | } 44 | 45 | public void onObjectPlaced() 46 | { 47 | Debug.Log("Building placed!"); 48 | objectToPlace = null; 49 | } 50 | 51 | private void Update() 52 | { 53 | 54 | if (Input.GetKeyDown(KeyCode.Keypad0)) 55 | { 56 | InitializeWithObject(prefab1); 57 | } 58 | else if (Input.GetKeyDown(KeyCode.Keypad1)) 59 | { 60 | InitializeWithObject(prefab2); 61 | } 62 | else if (Input.GetKeyDown(KeyCode.Keypad2)) 63 | { 64 | InitializeWithObject(prefab3); 65 | } 66 | 67 | if (!objectToPlace) 68 | { 69 | return; 70 | } 71 | 72 | if (Input.GetKeyDown(KeyCode.Mouse0)) 73 | { 74 | if (CanbePlaced(objectToPlace)) 75 | { 76 | objectToPlace.Place(); 77 | Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); 78 | OccupyArea(start, objectToPlace.Size); 79 | Debug.Log("Can be placed!"); 80 | onObjectPlaced(); 81 | } 82 | else 83 | { 84 | Debug.Log("Can't be placed here!"); 85 | } 86 | } 87 | else if (Input.GetKeyDown(KeyCode.Escape)) 88 | { 89 | Destroy(objectToPlace.gameObject); 90 | objectToPlace = null; 91 | Debug.Log("Placemente canceled!"); 92 | } 93 | 94 | UpdateBuildingAreaIndication(); 95 | } 96 | 97 | #endregion 98 | #region Utils 99 | 100 | 101 | public static Vector3 GetMouseWorldPosition() 102 | { 103 | Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); 104 | if (Physics.Raycast(ray, out RaycastHit raycastHit)) 105 | { 106 | return raycastHit.point; 107 | } 108 | else 109 | { 110 | return Vector3.zero; 111 | } 112 | 113 | } 114 | 115 | public Vector3 SnapCoordinateToGrid(Vector3 position) 116 | { 117 | Vector3Int cellPos = gridLayout.WorldToCell(position); 118 | position = grid.GetCellCenterWorld(cellPos); 119 | Vector3 cellSize = gridLayout.cellSize; 120 | Vector3 offset = new Vector3(0.5f * cellSize.x, 0.0f * cellSize.y, 0.5f * cellSize.z); 121 | return position - offset; 122 | } 123 | 124 | private static TileBase[] GetTilesBlock(BoundsInt area, Tilemap tilemap) 125 | { 126 | TileBase[] array = new TileBase[area.size.x * area.size.y * area.size.z]; 127 | int counter = 0; 128 | 129 | foreach (var v in area.allPositionsWithin) 130 | { 131 | Vector3Int pos = new Vector3Int(v.x, v.y, 0); 132 | array[counter] = tilemap.GetTile(pos); 133 | counter++; 134 | } 135 | 136 | return array; 137 | } 138 | 139 | #endregion 140 | #region Building Placement 141 | 142 | public void InitializeWithObject(GameObject prefab) 143 | { 144 | if (objectToPlace != null) 145 | { 146 | Destroy(objectToPlace.gameObject); 147 | } 148 | 149 | Vector3 position = SnapCoordinateToGrid(GetMouseWorldPosition()); 150 | Debug.Log(position); 151 | 152 | GameObject obj = Instantiate(prefab, position, Quaternion.identity); 153 | objectToPlace = obj.GetComponent(); 154 | obj.AddComponent(); 155 | } 156 | 157 | private bool CanbePlaced(PlacebleObject placebleObject) 158 | { 159 | BoundsInt area = new BoundsInt(); 160 | area.position = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); 161 | area.size = placebleObject.Size; 162 | 163 | Debug.Log("area Size:" + area.size.ToString()); 164 | 165 | TileBase[] baseArray = GetTilesBlock(area, BuildingOccupiedTilemap); 166 | 167 | foreach (var b in baseArray) 168 | { 169 | if (b == occupiedTile) 170 | { 171 | return false; 172 | } 173 | } 174 | 175 | return true; 176 | } 177 | 178 | public void OccupyArea(Vector3Int start, Vector3Int size) 179 | { 180 | BuildingOccupiedTilemap.BoxFill(start, occupiedTile, start.x, start.y, start.x + size.x -1 , start.y + size.y -1); 181 | } 182 | 183 | /* 184 | private static void SetTilesBlock(BoundsInt area, TileBase type, Tilemap tilemap) 185 | { 186 | int size = area.size.x * area.size.y * area.size.z; 187 | TileBase[] tileArray = new TileBase[size]; 188 | FillTiles(tileArray, type); 189 | tilemap.SetTilesBlock(area, tileArray); 190 | } 191 | */ 192 | 193 | private static void FillTiles(TileBase[] arr, TileBase type) 194 | { 195 | for (int i = 0; i < arr.Length; i++) 196 | { 197 | arr[i] = type; 198 | } 199 | } 200 | 201 | private void ClearArea() 202 | { 203 | if (prevArea != null) 204 | { 205 | TileBase[] toClear = new TileBase[prevArea.size.x * prevArea.size.y * prevArea.size.z]; 206 | FillTiles(toClear, null); 207 | BuildingFreeIndicationArea.SetTilesBlock(prevArea, toClear); 208 | } 209 | } 210 | 211 | public void UpdateBuildingAreaIndication() 212 | { 213 | ClearArea(); 214 | 215 | if (objectToPlace != null) 216 | { 217 | BuildingFreeIndicationArea.gameObject.SetActive(true); 218 | 219 | objectToPlace.area.position = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); 220 | BoundsInt buildingArea = objectToPlace.area; 221 | 222 | TileBase[] baseArray = GetTilesBlock(buildingArea, BuildingOccupiedTilemap); 223 | 224 | int size = baseArray.Length; 225 | TileBase[] tileArray = new TileBase[size]; 226 | 227 | for (int i = 0; i < baseArray.Length; i++) 228 | { 229 | if (baseArray[i] == null) 230 | { 231 | tileArray[i] = freeTile; 232 | } 233 | else 234 | { 235 | if(modeAllAreaInRed == false) 236 | { 237 | tileArray[i] = occupiedTile; 238 | } 239 | else 240 | { 241 | FillTiles(tileArray, occupiedTile); 242 | break; 243 | } 244 | 245 | } 246 | } 247 | 248 | BuildingFreeIndicationArea.SetTilesBlock(buildingArea, tileArray); 249 | prevArea = buildingArea; 250 | } 251 | else 252 | { 253 | BuildingFreeIndicationArea.gameObject.SetActive(false); 254 | } 255 | } 256 | 257 | #endregion 258 | } 259 | -------------------------------------------------------------------------------- /Assets/BuildingSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b1d04a71129be5b4e8e570ddf61f91c8 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/CameraMovement.cs: -------------------------------------------------------------------------------- 1 | using Palmmedia.ReportGenerator.Core.Parser.Analysis; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | 6 | public class CameraMovement : MonoBehaviour 7 | { 8 | [SerializeField] public float moveSpeed = 10f; // Speed at which the camera moves 9 | [SerializeField] public float zoomSpeed = 10f; // Speed at which the camera zooms 10 | [SerializeField] public float rotateSpeed = 10f; // Speed at which the camera rotates 11 | [SerializeField] public float minZoom = 5f; // Minimum zoom distance 12 | [SerializeField] public float maxZoom = 20f; // Maximum zoom distance 13 | [SerializeField] public KeyCode upKey = KeyCode.W; // Key to move camera forward 14 | [SerializeField] public KeyCode downKey = KeyCode.S; // Key to move camera backward 15 | [SerializeField] public KeyCode leftKey = KeyCode.A; // Key to move camera left 16 | [SerializeField] public KeyCode rightKey = KeyCode.D; // Key to move camera right 17 | [SerializeField] public string lookPointLayer = "terrain_main_plane"; // The main terrain tag on which lookPoint raycasting is calculated 18 | 19 | [SerializeField] public GameObject redBlockPrefab; // Prefab for the red block to instantiate 20 | 21 | private Camera mainCamera; // Reference to the main camera 22 | private Vector3 lookPoint; // Point on the terrain plane that the camera is looking at 23 | private float initialZoom; // Initial zoom value, set to the middle point between min and max zoom 24 | 25 | private void Awake() 26 | { 27 | mainCamera = Camera.main; 28 | lookPoint = Vector3.zero; 29 | initialZoom = Mathf.Lerp(minZoom, maxZoom, 0.5f); 30 | SetZoom(initialZoom); 31 | } 32 | 33 | private void Update() 34 | { 35 | // Move camera with arrow keys 36 | if (Input.GetKey(upKey)) 37 | { 38 | // Move camera forward 39 | Vector3 forward = mainCamera.transform.TransformDirection(Vector3.forward); 40 | forward.y = 0f; 41 | forward = forward.normalized; 42 | transform.position += forward * moveSpeed * Time.deltaTime; 43 | } 44 | if (Input.GetKey(downKey)) 45 | { 46 | // Move camera backward 47 | Vector3 forward = mainCamera.transform.TransformDirection(Vector3.back); 48 | forward.y = 0f; 49 | forward = forward.normalized; 50 | transform.position += forward * moveSpeed * Time.deltaTime; 51 | } 52 | if (Input.GetKey(leftKey)) 53 | { 54 | // Move camera left 55 | Vector3 right = mainCamera.transform.TransformDirection(Vector3.left); 56 | right.y = 0f; 57 | right = right.normalized; 58 | transform.position += right * moveSpeed * Time.deltaTime; 59 | } 60 | if (Input.GetKey(rightKey)) 61 | { 62 | // Move camera right 63 | Vector3 right = mainCamera.transform.TransformDirection(Vector3.right); 64 | right.y = 0f; 65 | right = right.normalized; 66 | transform.position += right * moveSpeed * Time.deltaTime; 67 | } 68 | 69 | // Zoom camera with scroll wheel 70 | float scroll = Input.GetAxis("Mouse ScrollWheel"); 71 | if (scroll != 0f) 72 | { 73 | // Move the camera towards or away from the look point 74 | Vector3 direction = (transform.position - lookPoint).normalized; 75 | float distance = Vector3.Distance(transform.position, lookPoint); 76 | float zoomAmount = 100 * scroll * zoomSpeed * Time.deltaTime; 77 | float newDistance = Mathf.Clamp(distance - zoomAmount, minZoom, maxZoom); 78 | SetZoom(newDistance); 79 | } 80 | 81 | // Rotate camera while pressing scroll button 82 | if (Input.GetMouseButton(2)) 83 | { 84 | // Rotate camera around look point 85 | UpdateLookPoint(); 86 | float rotateAmount = 100 * Input.GetAxis("Mouse X") * rotateSpeed * Time.deltaTime; 87 | transform.RotateAround(lookPoint, Vector3.up, rotateAmount); 88 | } 89 | } 90 | 91 | // Update the look point to the current point on the terrain plane 92 | private void UpdateLookPoint() 93 | { 94 | Ray ray = new Ray(transform.position, transform.forward); 95 | RaycastHit hit; 96 | if (Physics.Raycast(ray, out hit, Mathf.Infinity, LayerMask.GetMask(lookPointLayer))) 97 | { 98 | // Update look point to hit point on terrain 99 | lookPoint = hit.point; 100 | } 101 | } 102 | 103 | // Set the zoom value for the camera 104 | private void SetZoom(float distance) 105 | { 106 | if (mainCamera.orthographic) 107 | { 108 | // Set orthographic zoom 109 | mainCamera.orthographicSize = distance; 110 | } 111 | else 112 | { 113 | // Set perspective zoom 114 | mainCamera.fieldOfView = Mathf.Lerp(minZoom, maxZoom, (distance - minZoom) / (maxZoom - minZoom)); 115 | } 116 | 117 | // Update camera position to match new zoom value 118 | Vector3 direction = (transform.position - lookPoint).normalized; 119 | transform.position = lookPoint + direction * distance; 120 | } 121 | } -------------------------------------------------------------------------------- /Assets/CameraMovement.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2d4d9e695a4b930448bdb732f47924cd 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- 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_SpecularHighlights: 1 77 | - _SrcBlend: 1 78 | - _UVSec: 0 79 | - _ZWrite: 1 80 | m_Colors: 81 | - _Color: {r: 0.7058824, g: 1, b: 0.4764151, a: 1} 82 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 83 | m_BuildTextureStacks: [] 84 | -------------------------------------------------------------------------------- /Assets/GrassBasic.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c04ebc69bb6456242ac4123a4bd4a562 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ObjectDrag.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ObjectDrag : MonoBehaviour 6 | { 7 | 8 | private Vector3 mouseOffset; 9 | 10 | private void OnMouseDown() 11 | { 12 | mouseOffset = transform.position - BuildingSystem.GetMouseWorldPosition(); 13 | } 14 | 15 | private void Update() 16 | { 17 | Vector3 pos = BuildingSystem.GetMouseWorldPosition() + mouseOffset; 18 | transform.position = BuildingSystem.instance.SnapCoordinateToGrid(pos); 19 | } 20 | 21 | } 22 | -------------------------------------------------------------------------------- /Assets/ObjectDrag.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e62affb7151b0bc4cb717d3dcd454628 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/PlacebleObject.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class PlacebleObject : MonoBehaviour 6 | { 7 | 8 | public bool Placed { get; private set; } 9 | public Vector3Int Size { get; private set; } 10 | private Vector3[] Vertices; 11 | 12 | public BoundsInt area; 13 | 14 | private void GetColliderVertexPositionsLocal() 15 | { 16 | BoxCollider b = gameObject.GetComponent(); 17 | Vertices = new Vector3[4]; 18 | Vertices[0] = b.center + new Vector3(-b.size.x, -b.size.y + b.size.y / 2.0f, -b.size.z) * 0.5f; 19 | Vertices[1] = b.center + new Vector3(b.size.x, -b.size.y + b.size.y / 2.0f, -b.size.z) * 0.5f; 20 | Vertices[2] = b.center + new Vector3(b.size.x, -b.size.y + b.size.y / 2.0f, b.size.z) * 0.5f; 21 | Vertices[3] = b.center + new Vector3(-b.size.x, -b.size.y + b.size.y / 2.0f, b.size.z) * 0.5f; 22 | } 23 | 24 | private void CalculateSizeInCells() 25 | { 26 | Vector3Int[] vertices = new Vector3Int[Vertices.Length]; 27 | 28 | for(int i = 0; i < Vertices.Length; i++) 29 | { 30 | Vector3 worldPos = transform.TransformPoint(Vertices[i]); 31 | vertices[i] = BuildingSystem.instance.gridLayout.WorldToCell(worldPos); 32 | } 33 | 34 | Size = new Vector3Int(Mathf.Abs((vertices[0] - vertices[1]).x)+1, 35 | Mathf.Abs((vertices[0] - vertices[3]).y)+1, 36 | 1); // needed to be 1 37 | 38 | Debug.Log("Building Size (x,y,z):" + Size.ToString()); 39 | } 40 | 41 | public Vector3 GetStartPosition() 42 | { 43 | return transform.TransformPoint(Vertices[0]); 44 | } 45 | 46 | private void Awake() 47 | { 48 | GetColliderVertexPositionsLocal(); 49 | } 50 | 51 | 52 | private void Start() 53 | { 54 | CalculateSizeInCells(); 55 | InitialiseArea(); 56 | } 57 | 58 | private void InitialiseArea() 59 | { 60 | area = new BoundsInt(new Vector3Int(0, 0, 0), Size); 61 | } 62 | 63 | public virtual void Place() 64 | { 65 | ObjectDrag drag = gameObject.GetComponent(); 66 | Destroy(drag); 67 | 68 | Placed = true; 69 | 70 | // Invoke events of placement here 71 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-------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_StripUpdateShader: {fileID: 0} 10 | m_RenderPipeSettingsPath: 11 | m_FixedTimeStep: 0.016666668 12 | m_MaxDeltaTime: 0.05 13 | -------------------------------------------------------------------------------- /ProjectSettings/VersionControlSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!890905787 &1 4 | VersionControlSettings: 5 | m_ObjectHideFlags: 0 6 | m_Mode: Visible Meta Files 7 | m_CollabEditorSettings: 8 | inProgressEnabled: 1 9 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # **Grid-Based Terrain Building System for Unity3D** 2 | 3 | ⚠️ **Work In Progress** 4 | 5 | In this repository, you can find a prototype of a building system for simple `grid-based terrains` (built with unity tilemap grid system). 6 | 7 | This system can be used as a foundation or starting point for games that require this building mechanic, such as city builders, RTS games, and tower defense games. 8 | 9 | ![Iamge](Readme%20Images/image.png) 10 | 11 | 12 | ## **Click for video:** 13 | 14 | [![Youtube Video](Readme%20Images/yt.png)](https://youtu.be/QtVJxtP8qi0) 15 | 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