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3d selection grid

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I know there are an abundance of resources on 2d selections boxes, and I've used them in the past. For my game, I think a 3d selection box would be a lot more accurate. Here's an example of what I mean (look at 1:00-1:10) : https://www.youtube.com/watch?v=BiBrsA2cBLo At the moment, my game is completely flat so I don't need to worry about height differences just yet (so I guess it's still technically a 2d selection box!). I'm using a strict grid for building placement, object placement, and pathfinding. The center of each grid cell is a whole vector3 (i.e. 5, 0, 10) and the size of each cell is 1 Unity meter squared. Here's a script I made that instantiates a cube on grid cells according to mouse movement. Lame, but it's a start. The cube or 'selectionTarget- contains a script that sends information about the types of objects it's colliding with. using UnityEngine; using System.Collections; public class SelectionManager : MonoBehaviour { //vector3 public Vector3 roundedMousePosition; //gameObject public GameObject selectionTarget; private void Update() { SelectLocation(); } private void SelectLocation() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hitInfo; if (Physics.Raycast(ray, out hitInfo, Mathf.Infinity)) { selectionTarget.SetActive(true); int x = Mathf.FloorToInt(hitInfo.point.x); int z = Mathf.FloorToInt(hitInfo.point.z); roundedMousePosition.x = x; roundedMousePosition.z = z; roundedMousePosition.y = 0; selectionTarget.transform.position = roundedMousePosition; } } } I need to find a way to click and drag that cube so it can encompass more than one cell at once.... otherwise clearing land will be a very tedious process!!!!

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