Cracked Grids is a comprehensive grid-based game framework that provides everything you need. Built with flexibility and performance in mind, it works seamlessly with both 2D sprites and 3D models.Cracked Grids - Complete Isometric Grid System for Unity| DOCUMENTATION | PRIVACY POLICY |Cracked Grids is a powerful, production-ready framework designed to eliminate the complexity of building grid-based games in Unity. Whether you're creating a tactical RPG with deep strategic combat, a roguelike dungeon crawler, a puzzle game with intricate mechanics, or a turn-based strategy title, Cracked Grids provides the complete foundation you need to bring your vision to life.Built from the ground up with real game development needs in mind, Cracked Grids handles all the tedious technical challenges of grid-based gameplay so you can focus on what makes your game unique. The framework takes care of coordinate systems, pathfinding algorithms, movement animations, object placement, and visual feedback - all the foundational systems that would otherwise take weeks or months to implement and debug yourself.What sets Cracked Grids apart is its intelligent component-based architecture. Rather than forcing you into rigid structures, it separates concerns cleanly: grid state management is independent from movement animation, allowing you to mix and match capabilities as needed. Want a static obstacle that blocks movement? Just add the base component. Need an animated character with smooth movement transitions? Add the optional movement component. Building a sprite-based game today but want to upgrade to 3D models tomorrow? The same code works for both with zero modifications.The system embraces flexibility without sacrificing performance. Every major operation is optimized for real-time gameplay - cell lookups happen in constant time, pathfinding uses efficient algorithms suitable for large grids, and visual effects leverage Unity's rendering optimizations to avoid unnecessary overhead. You get the ease of use of a high-level framework with the performance characteristics of hand-optimized code.Cracked Grids also understands that great grid-based games need more than just basic movement. The framework includes sophisticated visual feedback systems for highlighting valid moves and dangerous zones, procedural generation tools for creating organic-looking play spaces, automatic camera positioning for perfect isometric views, and decorative systems for polishing your game's presentation. These aren't afterthoughts - they're integral parts of the framework designed to work together seamlessly.Perhaps most importantly, Cracked Grids respects your time. The included documentation covers every feature in depth with practical examples, the custom editor tools let you visualize and debug your grid in real-time, and the complete source code is fully commented for those moments when you need to understand exactly what's happening under the hood. You're not just getting code - you're getting a complete solution that's ready to use in your next project, today.Whether you're a solo developer building your first tactics game or a studio creating your next commercial title, Cracked Grids provides the robust, battle-tested foundation that lets you spend your time on gameplay, content, and polish instead of reinventing the grid-based game wheel.CORE FEATURESGrid Management SystemDynamic grid generation with configurable dimensions and cell sizesProcedural edge erosion for organic, irregular grid shapesO(1) cell lookups for maximum performanceAutomatic coordinate conversion between grid and world spaceFlood-fill connectivity analysis and safe spawn positioningObject ManagementComponent-based architecture separating state from animationGridObject for position tracking, blocking, and interactionsOptional GridMovement component for smooth animationsGridEntity with automatic camera billboarding for 2D and 3DPush, swap, and teleport interactionsVisual offset system for large objects spanning multiple cellsMovement SystemFive distinct movement types: Walk, Jump, Dash, Knockback, and TeleportSmooth interpolation with customizable easing curvesEvent system with OnMoveStart and OnMoveComplete callbacksConfigurable speeds, jump heights, and dash multipliersAutomatic fallback to instant teleport for static objectsPathfinding and QueriesEfficient A* pathfinding with diagonal movement supportManhattan distance queries for diamond-shaped rangesChebyshev distance queries for square-shaped areasLine-of-sight detection with obstacle awarenessNeighbor queries for both 4-directional and 8-directional movementStraight-line path calculations until blockedVisual Feedback SystemSix highlight types: ValidMove, Attack, Danger, Path, Hover, NonePriority-based highlighting with automatic layeringPer-cell color customization with glow intensity and pulse speedPersistent danger zone markingBatch highlighting operationsMaterialPropertyBlock optimization to avoid instancing overheadProcedural GenerationConfigurable edge erosion with chance, iterations, and ditherSmart erosion algorithm: corners erode faster than flat edgesMain island detection for spawn safetyDistance-from-void calculationsWeighted prefab selection for visual varietyAutomatic wall regeneration after terrain changesCamera SystemAutomatic isometric camera setup and positioningThree camera styles: Isometric Orthographic, Isometric Perspective, Top-DownOne-click grid centering with offset controlSmooth focus transitions to specific cellsZoom control for both orthographic and perspective modesAutomatic distance calculation based on grid sizeWall GenerationDecorative boundary walls with stackable segmentsSmart placement algorithm avoiding camera occlusionPer-direction rotation control for proper alignmentRandom sprite selection for visual diversityConfigurable height, offset, and material propertiesAutomatic updates when grid shape changesEDITOR INTEGRATIONCustom InspectorsOne-click grid initialization and erosionInteractive grid selector tool in Scene viewReal-time cell state visualizationQuick wall generation controlsProperty validation and default value handlingComprehensive GizmosGrid boundary visualization with toggleable displaySelected cell highlighting with state indicatorsOccupancy visualization with color codingCamera-to-grid connection linesDistance and position labelsPERFORMANCE OPTIMIZEDDictionary-based cell lookups: O(1) access timeHashSet flood-fill for fast connectivity analysisMaterialPropertyBlock for efficient highlight renderingZero garbage collection in movement coroutinesOptimized range queries using mathematical formulasSuitable for grids up to 100x100 cellsDOCUMENTATION AND EXAMPLESOver 1200 lines of comprehensive documentationQuick start guide with minimal setup codeFour complete example implementationsFull API reference for all public methodsTroubleshooting guide for common issuesCode examples for 2D sprites and 3D modelsCOMPATIBILITYWorks with 2D sprites and 3D models with no performance differenceUniversal Render Pipeline (URP) compatibleBuilt-in Render Pipeline (BiRP) compatibleShader fallback system for maximum compatibilityUnity 2020.3 or higher recommendedClean namespace organization with zero external dependenciesWHAT YOU GETFully commented C# source codeComplete grid system with pathfindingMovement system with five animation typesVisual feedback and highlighting systemProcedural generation toolsCamera controller with multiple stylesWall generation systemCustom editor tools and inspectorsExample scene with working demoComprehensive documentationPERFECT FORTactical RPGs and strategy gamesTurn-based combat systemsPuzzle games with grid mechanicsRoguelike and dungeon crawlersTower defense gamesBoard game adaptationsTactics-style gameplay

