Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I was too tempted to check if it is as simple as I hoped, I didn't test it thoroughly just created a map with different scales but that worked and as hopefully everything in the library is using HexConverter to convert between tile coordinates and world/cartesian coordinates if that works everything should work. Just replace your HexConverter.cs with this here:  https://pastebin.com/eCr0kTJ4 There is a new static SetScale Method which you need to set once and then it might all just work.

This is fantastic! Thank you so much for your reply, and I'm glad it wasn't too much of a hassle. If this works, now I won't have to scale my player to be 30 meters tall! XD

I'll give it a go, and let you know my results with it :)

Hey Aurel, this worked like a charm! Now I'm able to fit the grid on a worldspace table :)

Glad to hear it was helpful and loooks intriguing. Could you be so kind and inform me when the game is released?

Hmm I can't quite say at the moment, it is a side project currently, just trying to get things together atm. But, I am glad to know you're intrigued!

One other thing I'm trying to accomplish is allowing the hex board to move it's position in worldspace, and having it respect that when using the HexConverter. Do you know if there is a simple way to allow this?
It seems to initialize the HexTiles to worldspace (0,0,0) as it stands