It has been a few months after we planned to release Grids 2.0. As you can imagine, we are painfully aware that we were too optimistic of our initial estimate, and from the many queries we receive on Grids 2.0…
Hi Everyone, We’re happy to announce that all Grids Pro users will be able to get Grids 2.0 at no extra cost. We are finalising how the free upgrade will be structured and will announce more info with in the…
The new version of Grids is a major upgrade, with many design changes. Our main goal is to make Grids more flexible, more robust, and less unwieldly. The way it is designed at the moment makes it a chore to…
When GameMaker announced their Marketplace, we thought it would be a good opportunity to port our Grids plugin for Unity (or at least, a part of it) to GameMaker. Here, I explain some of the issues we encountered in doing the…
Grids 1.9 is now available in the asset store 🙂 For this most part, this version fixes some bugs and makes a few design tweaks. We are also building a free Unity package with some extension methods and lightweight utility classes.…
This article is about noise that looks somewhat like this: One way to generate noise like that is to add various layers of Perlin noise or smooth noise together, where each layer is more blurry than the next. You can…
This example shows how to use the path-finding algorithm that come with Grids on a grid built in the editor (as opposed to a grid built in code). You can also check out the Path-Finding Tutorial, and a path-finding example…
The layered grid is a very generic type of grid. It allows you to stack a bunch of grids – of potentially different shapes – for any (usually 2D) point type. Because of this, it’s not possible for this type…
This example shows how to implement basic matching mechanics. It has two scripts; one for a custom cell, and a grid behaviour for the main logic. The cell has some maintenance fields, but is otherwise quite dumb. Keeping cells dumb…