MAPGrid (mighty and powerful grid) is a 3D Tilemap creator with an advanced rule-tile system that supports simple rules, as well as additive rule combinations.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.💡What exactly is MAPGrid?💡MAPGrid is a 3D tilemap creator that automatically combines tiles into as few meshes as possible. It features a versatile rule system, a chunk system that is dynamically resizable, support for prefab tiles, and much more. It's a grid-based world creator.⚡Why is it better than alternatives?⚡Unlike other 3D tile systems, MAPGrid automatically combines Tiles into compound meshes as you place them. Tiles are stored as separate entities internally, but displayed as combined meshes, improving editor 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".● Grassy Terrain with experimental slopes● Bricks with stairs, pillars, and a fence that snaps along the edge of brick structuresBetter 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✨● Resizable Tilemaps - Easily add/remove chunks as you create your world!● Mesh and Prefab tiles - Tiles can be meshes, prefabs, or both at the same time!● Advanced Rule-Tile System - Use either Simple or Advanced rule configurations for more flexibility, without sacrificing ease-of-use. tile rules are extremely versatile, and allow additive or definitive results based on user-defined logic.● Custom Attributes, and Evaluation Variables - Use either persistent or temporary variables to change the outcome of a rule tile! These are extremely useful for creating variations of tiles (like iron/gold/diamond), or creating togglable variants (like rounded vs sharp corners).● Multithreaded Mesh Combiner - Automatically combines chunks into as few meshes as possible, based on world layer, and materials.● Automatic Collider Mesh - Colliders are also built from tiles, with support for various settings (Primitive, Custom Mesh, From Tile Mesh, or None).● Angle-based Smoothing of Mesh Normals - For automatically smoothing out potential seams between tiles.● Full Scene-View Editing Support - Do all your tilemap editing from within the scene-view. Use the overlay, or hotkeys to quicky switch tiles, brush size, and more!● Hybrid Raycaster in Editor - Detects both meshes AND colliders, allowing you to edit colliderless tiles with ease.● FBX Exporter - Allows you to export an entire tilemap as an FBX file, with submeshes for each chunk layer.⚙️Upcoming Features⚙️● Pathfinding System.● New HD Tilesets.● Water/Lava Tiles, with waterfalls.● Tile Transition system. Ideally dynamic, meaning it should work with custom tilesets.● Procedural Generation.● Grass/Foliage System, with autoplacement.⚙️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)⚠️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.Resizable Tilemaps - Easily add/remove chunks as you create your world!Mesh and Prefab tiles - Tiles can be meshes, prefabs, or both at the same time!Advanced Rule-Tile System - Use either Simple or Advanced rule configurations for more flexibility, without sacrificing ease-of-use. tile rules are extremely versatile, and allow additive or definitive results based on user-defined logic.Custom Attributes, and Evaluation Variables - Use either persistent or temporary variables to change the outcome of a rule tile! These are extremely useful for creating variations of tiles, like rounded vs sharp corners, for example.Multithreaded Mesh Combiner - Automatically combines chunks into as few meshes as possible, based on world layer, and materials.Automatic Collider Mesh - Colliders are also built from tiles, with support for various settings (Primitive, Custom Mesh, From Tile Mesh, or None).Angle-based Smoothing of Mesh Normals - For automatically smoothing out potential seams between tiles.Full Scene-View Editing Support - Do all your tilemap editing from within the scene-view. Use the overlay, or hotkeys to quicky switch tiles, brush size, and more!Hybrid Raycaster in Editor - Detects both meshes AND colliders, allowing you to edit colliderless tiles with ease.FBX Exporter - Allows you to export an entire tilemap as an FBX file, with submeshes for each chunk layer.





