
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 upon full release. 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. 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.More Non-Pixelated Tilesets are in the works!---Key Features---Advanced Rule-Tile System with Support for Tile Layer Checks, as opposed to simple exists vs doesn't exist checks (which are also supported of course)Tile Attributes, Which can Affect Rule-Tiles, e.g., normal tiles, rounded corners, and slopes, all in one Tileset!Tiles are Automatically Combined into as Few Meshes as Possible, with a Multithreaded Mesh Combiner.Optional Angle-Based Smoothing of Mesh Normals for a Seamless Mesh.Chunk-based Tilemap System, with support for Dynamic Tilemap Resizing.Automatic Chunk-based Culling System with Frustum and Distance Culling.Automatic Collider Mesh, with Custom Collider Options, e.g., Primitive, Custom Mesh From Tile Mesh, and None.Custom Tile Brushes with Support for Varying Height.Prefab Tiles, with support for rules.Full Scene-View Editing Support, with Radial Menus and an Optional Scene View Overlay, No Inspector Required.Hybrid Raycaster which Allows Editing of Tiles without Colliders.---Upcoming Features---Grass/Foliage System, with autoplacement.New Tilesets with non-pixelated textures.Water/Lava Tiles.Tile Transitions.Procedural Generation.QoL improvments, such as: Quick mesh swap for tileset templates, making it easy to swap meshes that are assigned to multiple rule variations.---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)Version Control (com.unity.collab-proxy) for in-editor serialization.Advanced Rule-Tile System with Support for Tile Layer Checks, as opposed to simple exists vs doesn't exist checks (which are also supported of course)Tile Attributes, Which can Affect Rule-Tiles, e.g., normal tiles, rounded corners, and slopes, all in one Tileset!Tiles are Automatically Combined into as Few Meshes as Possible, with a Multithreaded Mesh Combiner.Optional Angle-Based Smoothing of Mesh Normals for a Seamless Mesh.Chunk-based Tilemap System, with support for Dynamic Tilemap Resizing.Automatic Chunk-based Culling System with Frustum and Distance Culling.Automatic Collider Mesh, with Custom Collider Options, e.g., Primitive, Custom Mesh From Tile Mesh, and None.Custom Tile Brushes with Support for Varying Height.Prefab Tiles, with support for rules.Full Scene-View Editing Support, with Radial Menus and an Optional Scene View Overlay, No Inspector Required.Hybrid Raycaster which Allows Editing of Tiles without Colliders.