GridBuilderPro: high performance, modular and terrain-adaptive building system.⚠️ IMPORTANT: This is a professional framework for developers. It requires bacis C# knowledge and an understanding of Unity’s core systems. It is NOT a "no-code" template.GridBuilderPro is a building system framework designed for maximum performance and possibilities. It eliminates Memory Leaks, Bloat, Fragmentation, and GC Pressure. Designed to prevent FPS drops and minimize Draw Call counts.Battle-tested: Built from production-ready code used in commercial games.1 drawcall grid system. That says it all.🛠️ Features:Build, sell, repair, preview(ghost) building, rotate, action validation etcTerrain-Adaptive Placement: Built to handle non-flat surfaces. The system validates slopes and can be configured to "skip" holes or steep elevations in the terrain.Experimental 3D Multilevel Grid: Includes a prototype for verticality, allowing for multi-layered grid structures (currently focused for single-level gameplay with multi-level logic in testing).Blueprint editor - Everything in one place.Placement effectsConstruction timersUpgrade systemSmart Auto-Tiling / Connecton system: neighbor detection for walls, fencesSave SystemSupport for buildings of any size (1x1, 2x2, 4x2, etc.)Blackboard Pattern Centralized state management.Zero-GC Runtime: All hot-paths use static arrays, object pooling, and manual caching to ensure 0ms allocation during gameplayGrid Shaders: Includes shaders for grid decals and masking to project visual guides directly onto irregular surfaces.📦 The "CorePro" Toolset (Included Extras)This asset includes a suite of standalone professional tools that can be used in any project:EconomySystem: Multi-resource transaction manager with multi-account logic.HealthSystem: Modular framework for damage, healing, and state management.PoolPro: An advanced object pooling solution to eliminate instantiation lag.InspectorPro: Adds powerful custom attributesPrefs Editor for easy data management,Icon Maker for UI workflows,Floating Text system for world-space feedback.⚡ Technical HighlightsZero LINQ in runtime updates.Architecture: Clean implementation of Facade, Strategy, Factory, and Observer patterns.Optimization: Loop unrolling, IReadOnlyList protection, and no LINQ in runtime updates.Advanced Grid SystemA scalable, chunk-based grid designed to handle both small and massive maps without any performance loss.Zero GC & Memory Leak-FreeEngineered for maximum performance — zero runtime GC allocations and no memory leaks thanks to NativeArray usage and pre-allocated buffers.Flexible Building FootprintsBuilt-in support for buildings of any size (1x1, 2x2, 4x2, etc.) with full rotation handling.Modular Visualization SystemEasily switch between visualization methods — choose from Decal Projector, UI Toolkit, or a custom Shader. Fully extensible and ready for expansion.Dynamic Placement AnimationsHighlighting for valid/invalid placement, pulsing effects, and post-placement animations — all fully configurable.Advanced Input SystemA fully customizable Input Handler based on the new Unity Input System — includes cancel, rotate, and continuous placement support.Professional Object PoolingIntegrated Pool Manager for handling buildings, effects, and other instances — zero Instantiate or Destroy calls at runtime.Editor-Friendly DebuggingBuilt-in Gizmo visualization for both Editor and Play Mode, including a “Bake” option for debugging without running the game.




