I’m building a 2D game where a hexagonal grid lives in the XY plane.
Since MapNav2 generates the grid in the XZ plane by default (and there doesn’t seem to be an option to choose a different plane to use), I made the following changes to the source code:
MapNavHexa.cs, line 140:
grid[idx].localPosition = new Vector3(px, nodeHeightStep * grid[idx].h, py);
grid[idx].localPosition = new Vector3(px, py, nodeHeightStep * grid[idx].h); grid[idx].parent.rotation = Quaternion.Euler(-90, 0, 0);
This is what the end result looks like (looks and works as expected):
However, this is what it looks like in the scene view:
I was wondering what the proper way to render a grid in the XY plane is, and whether the approach I’ve chosen is going to have some unexpected consequences. Also I don’t really understand whether my tiles are actually rotated as the debugger shows or is it just that the debugger draws them in the XZ plane by default.