The above screenshots show some attempts to mess with MapNav2’s projections onto terrain. I think I mostly understand how it works, but I’m curious as to what causes the above two phenomena. The latter I’ve figured out, somewhat. It seems like changing the max node height and clicking Lift Grid will raise the projectors over the terrain. My question here is if there is a downside to raising the grid too high, and, if not, why not just automatically start it quite high? It’s pretty unlikely that a terrain will be laid atop the terrain you want to project on, after all.
As for the first screenshot, it would certainly be possible to only generate a grid the size of the terrain you want to have the grid on it, but in the example scene, the grid is larger than the terrain, but not all the nodes project a hex. How do I achieve this effect? Is it related to node data? Do I set that via scripting while creating the grid, or is there a way to do it in Unity?