It has come into my mind that it could be very useful to be able to edit the generated maps afterwards, It shouldn't be too hard to develop but I can't give any estimate when I would be able to start making this feature. I uploaded code documentation to the web, you can find it from the following address: My laptop isn't gaming pc so in better computer those are totally different of course. In my computer when 1500 cells were visible I had 60fps, when 1900 cells were visible I had 40fps and in the case of 10000 cells I had 15fps. Typically in strategy games the view is from top-down so you can't see the whole grid at once. Size of the grid doesn't affect performance at all because Unity does draw only what is visible currently for the camera, so only the visible cells matter. If it is any help I can give you the performance numbers on my development laptop which has Intel Core i5-4200H CPU: I'm sorry that I don't know currently what kind of performance you can expect on the mobile platforms. I hope I managed to answer to your questions. That is allready implemented, you can define can unit move on land, on water or through occupied nodes (such as trees and rivers). Or if you mean by placing a boat on top of water cell that can a unit for example move on top of water. You can easily modify the texture of the cell if you want to place graphic image on top of the cell. I'm not quite sure what you mean by this question.Assets/ProceduralHexGrid/Scripts/Helper/ folder location. For example you can colorize cells with functions in the ColorizeCells.cs file which can be found ![]()
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