A downloadable tool

Buy Now$19.99 USD or more

The tool is being developed alongside side a game I’m working on, Check out the game that uses MAPGrid here!

This package is in beta, and the price will increase as it's developed. Purchasing MAPGrid now will help fund further development of the tool, plus you'll get a free upgrade upon full release.

---Known Issues---

  • Disabling Domain Reload in the Unity Editor can cause some errors, typically null reference. If you don't know what Domain Reloading is, this shouldn't affect you.
  • One user has reported unexpected behavior with the culling system, disabling chunk while they're still visible, I'm still looking into this.

---What exactly is MAPGrid?---

MAPGrid is a 3D tilemap creator that automatically combines tiles into as few meshes as possible. It features a chunk system that is dynamically resizable, support for prefab tiles, and much more. It's a grid-based world editor.

---Why is it better than the alternatives?---

Unlike other 3D tile systems on the Asset Store, MAPGrid automatically combines Tiles into compound meshes, as you place them. Tiles are stored as separate entities internally, but displayed as combined meshes, improving the speed and performance.


---What can I expect out of the box?---

Currently, MAPGrid comes with two tilesets that are reminiscent of a certain 2.5D RPG who's name means 8 paths:

  • A Grassy Terrain with experimental slopes
  • Bricks with stairs, pillars, and a fence that snaps along the edge of brick structures

Many non-pixelated Tilesets are in the works!

Additionally, there are a few basic brushes for placing tiles.

  • Solid Square
  • Solid Circle
  • 3D Hill (experimental)
  • And a poorly drawn smiley face :)


---Key Features---

  • Tiles support both Meshes and Prefabs - Mesh and Prefab tiles are one and the same.
  • Advanced Rule-Tile System - Use either Simple or Advanced rule configurations for more flexibility, without sacrificing ease-of-use.
  • Custom Attributes, and Evaluation Variables (new) - Custom Attributes can affect Rule-tiles, e.g., normal tiles, rounded corners, and slopes, all in one Tileset! Evaluation Variables are like Attributes, but are NOT saved after tile evaluation has completed.
  • Chunk-based Tilemap System - Easily expand/shrink your Tilemap by click on the edge, or dragging inwards.
  • Automatic Chunk-based Culling System - Automatically enable/disable chunks that aren't visible to the camera, with both Frustum and Distance Culling.
  • Automatic Collider Mesh - Instantly build colliders using Custom Collider Options, e.g., Primitive, Custom Mesh, From Tile Mesh, or None.
  • Multithreaded Mesh Combiner - Automatically Combine tiles into as Few Meshes as Possible, on a per-chunk basis.
  • Angle-based Smoothing of Mesh Normals - For smoothing out potential seams between tiles.
  • Custom Brushes - Change the shape/pattern tiles are placed in.
  • Full Scene-View Editing Support - Do all your Tilemap editing within the Scene-view with the Scene-view editor. Includes radial menus for quickly switching tiles/brushes. No Inspector required!
  • Hybrid Raycaster - Allows Editing of Tiles without Colliders, as long as there's a mesh to detect.
  • FBX Exporter - Allows you to export an entire Tilemap as an FBX file.


---Upcoming Features---

  • Grass/Foliage System, with autoplacement.
  • New HD Tilesets.
  • Water/Lava Tiles, with waterfalls.
  • Tile Transition system. Ideally dynamic, meaning it should work with custom tilesets.
  • Procedural Generation.


---Render Pipeline Support---

URP is supported out of the box. Other render pipelines are not officially supported yet, but the only problem is the materials used. The materials can be easily converted to work in other pipelines. The Editor materials are located in MightyAndPowerfulGames > Tools > MAPGrid > core > Graphics > loadable. The tileset materials were created in Shader Graph. All you have to do is open in the editor, switch the "Active Target" to the render pipeline you're using, and save.

---Dependencies---

  • Burst (com.unity.burst)
  • Collections (com.unity.collections)
  • FBX Exporter (com.unity.formats.fbx)


Any donations to this project would be GREATLY appreciated, your support will allow me to make this tool as amazing as it can be, and add some HIGH QUALITY tilesets with path painting and tile transitions, as well as procedural generation support.

 Thank you, and have a Mighty And Powerful Day, whatever that means.

Purchase

Buy Now$19.99 USD or more

In order to download this tool you must purchase it at or above the minimum price of $19.99 USD. You will get access to the following files:

MAPGrid 0.7.4 17 MB

Development log

Comments

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(+1)

Phenomenal tool, miles ahead of anything like it in unity or unreal engine and man have I looked.

(+1)

Hi! The tool looks super cool!

I'm about to start working on a new game, we want to let the player edit tiles (at runtime)— for example, changing a grass cube (or texture) into a path, like in Animal Crossing: New Horizons. Does your tool support or could it support that kind of feature?

Thanks !

Hey, thanks for the question!

As of writing this, MAPGrid does support real-time editing of tiles. The only concern is that depending on your target platform, like mobile, the performance may or may not be acceptable. I simply haven't tested on mobile yet, so I can't say, but I plan to optimize it for mobile in the future.

I created a demo for a game in which you CAN remove tiles with minimal performance overhead. You can try it out for free here!

There are certain ways you can limit the performance impact of editing tiles:

  • Use separate Tilemaps. Editing tiles is a lot faster if you separate the editable tiles from the static tiles. Using a separate Tilemap for your editable tiles means less has to change when you add/remove a Tile.
  • Use simple meshes. Use as few vertices as you can. Fewer vertices = Faster chunk rebuilding.
  • Disable the fancy stuff. MAPGrid has certain features that improve the look of tiles, but also slow down real-time editing. "Smooth Mesh Seams" is one of these. Again, if you can get away with using it, then by all means go ahead, but it can impact performance.
  • If removing many tiles at once, don't rebuild after every tile. Manually rebuild after removing all the tiles. The functions for Adding/Removing tiles have an optional parameter "rebuildChunk" which determines whether or not the chunk will be rebuilt. If not, after you've removed your tiles, call "RebuildPendingChunks" on the same tilemap to rebuild the chunk.
  • Smaller Chunk Size. This one is a trade-off between overall performance, and the performance spike of editing a tile. Typically, you can get away with reducing the Height of the chunk, because many games don't utilize it anyway. When you edit a tile, the whole chunk is rebuilt, so a smaller chunk means less has to be rebuilt. But, this also means more, separate chunks in your scene, potentially slowing down the rest of your game. Always test solutions for your specific use-case.

The documentation on the API for MAPGrid is in development, but I can assist you on discord @mightyandpowerfulgames

Hi! Thanks for your quick response :)

I'm going to think it all through in detail — the tool really seems to fit our needs!
Thanks for the great work!

(+1)

Really nice project! i just picked it up and it's been good :)
Just a note, on Unity 6.0.30 i had to change "Unity.Plastic.Newtonsoft.Json" and "Unity.Plastic.Newtonsoft.Linq"  with "Newtonsoft.Json and "Newtonsoft.Linq" to have it working

(+1)

Hey, I’m glad to hear it’s working well for you! Thank you for the heads up, I will implement your fix in the next update.

The next update should also include better documentation, so hang in there!

(1 edit) (+1)

This looks really nice and is something that would fit my needs. Do you have any roadmap for what/when you plan to have some of the features you mention such as path painting? Is there any documentation provided?

Hey, Thanks for taking interest in our project! I don't have a roadmap or definite release dates for these things, but I am working on them. For example, I'm experimenting and finding which pathing solution fits well with the way MAPGrid works, as well as working out the kinks in the default tileset templates, to make it as easy to use as possible without sacrificing functionality.

MAPGrid is being developed along side a game, so I have to prioritize the features required by that game.

Minimal documentation is provided as of writing this, but I plan to fully document the system when it's complete, but that's a LOT of stuff so I decided it's best to put that effort towards finishing the system first.

If you decide to use MAPGrid pre-release, feel free to ask me anything at the support email provided in the readme.

(+1)

Sounds great, will pick it up and look forward to updates :) 

Thank you for your support!