
MAPGrid (mighty and powerful grid) is an advance 3D Tile System with a logic-based approach to Rule Tiles.Shaders are URP only at the moment, but that's the ONLY render pipeline limitation. MAPGrid can be used in other RPs as long as you change the materials. Tile materials are made in shader graph and can easily be recompiled for other render pipelines.See package description for more details.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.---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.---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 slopesBricks with stairs, pillars, and a fence that snaps along the edge of brick structuresMany non-pixelated Tilesets are in the works!Additionally, there are a few basic brushes for placing tiles.Solid SquareSolid Circle3D 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 Tile Attributes - These can affect Rule-tiles, e.g., normal tiles, rounded corners, and slopes, all in one Tileset!Quick Mesh Swap (new) - Quickly swap all instances of one mesh within a given tile, with a different mesh.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.---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)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 Tile Attributes - These can affect Rule-tiles, e.g., normal tiles, rounded corners, and slopes, all in one Tileset!Quick Mesh Swap (new) - Quickly swap all instances of one mesh within a given tile, with a different mesh.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.