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Riobot grid mapping tutorial
Riobot grid mapping tutorial









riobot grid mapping tutorial
  1. #Riobot grid mapping tutorial how to#
  2. #Riobot grid mapping tutorial code#
  3. #Riobot grid mapping tutorial plus#
  4. #Riobot grid mapping tutorial series#
riobot grid mapping tutorial

If you place a plane or any other reference object behind the grid and apply a vector3 offset to the starting position it does seem to not behave correctly at least for me.

#Riobot grid mapping tutorial code#

I checked the code and it matches the provided code exactly.

#Riobot grid mapping tutorial series#

First joystick moves gripper forwards, backwards, left and right, button start/stop recording positions. I was able to complete the tutorial series and have the project run perfectly. External LED diode was replaced with using internal "L" diode on Arduino UNO board. In version 1.5.4 was replaced an external resistors by internal pull up resistors. Coming next – path finding./* meArm analog joysticks version 1.5.4 - Dec 2018 Uses two analogue joysticks and four servos. Once the script is created, the steps are pretty much the same as in the previous section: attach the script, initialise public variables and start, except one thing: if your ground is not a plane you should set the y coordinate on line 62 to something that would lift your tiles just enough to be seen by the player. GameObject hex = (GameObject)Instantiate(Hex) If your ground is not a plane but a cube you might set the y coordinate to sth like groundDepth/2 + hexDepth/2 InitPos = new Vector3(-groundWidth / 2 + hexWidth / 2, 0,

riobot grid mapping tutorial

Return new Vector2((int)(groundWidth / hexWidth), gridHeightInHexes) gridWidth in hexes is calculated by simply dividing ground width by hex width GameObject hexGridGO = new GameObject("HexGrid") Game object which is the parent of all the hex tiles Finally the method which initialises and positions all the tiles Every new line is offset in z direction by 3/4 of the hexagon heightįloat z = initPos.z - gridPos.y * hexHeight * 0.75f Every second row is offset by half of the tile widthįloat x = initPos.x + offset + gridPos.x * hexWidth Public Vector3 calcWorldCoord(Vector2 gridPos) method used to convert hex grid coordinates to game world coordinates

riobot grid mapping tutorial

GridHeightInHexes / 2f * hexHeight - hexHeight / 2) InitPos = new Vector3(-hexWidth * gridWidthInHexes / 2f + hexWidth / 2, 0, the initial position will be in the left upper corner Method to calculate the position of the first hexagon tile renderer component attached to the Hex prefab is used to get the current width and height Method to initialise Hexagon width and height Hexagon tile width and height in game world next two variables can also be instantiated using unity editor instantiate it by dragging the prefab on this variable using unity editor following public variable is used to store the hex model prefab We’ll start with an easier one: the number of hexagons is already known and proceed by coding our first script (to explain what’s going on in the script I have added some comments).

#Riobot grid mapping tutorial plus#

I’ll explain here two ways to generate grids: the first being when it is known beforehand exact number of hexes in a row and the number of rows plus the second one when we have to figure out how many hexagons can fit on a certain size ground ourselves. Generating the grid when the number of hexagons in a row and the number of rows is known Finally, before proceeding you should either make your own hexagon tile model or just drop this one (created by ForceX from unity forums) to your project. We’ll be making camera script tailored for our game a bit later. Enable the Grid ( View > Show > Grid) and Snap to Grid ( View > Snap to > Grid ). Select RGB for the Color Mode, and then click the Create button. Also if you want to be able to control the camera in the game, you should just attach KeyboardCameraControl or/and MouseCameraControl scripts to the main camera and adjust some settings in the inspector. Select Pixels from the Units drop-down menu and set the Width and Height to 80.

#Riobot grid mapping tutorial how to#

I’m not going to explain Unity basics here, so if you are not familiar with unity editor and don’t know how to do simple things like setting up the scene or creating prefabs, I would suggest you to watch some tutorial videos at unit圓d.com or some of the video tutorials created by Peter Laliberte. Also, hex grids look cool 🙂 Preparations Secondly, in hex grids neighbouring cells always share edges. Firstly, in hex grids distance between the center of each hex cell and the center of all six surrounding hexes is the same, while it’s not the case with square grids where the distance from the center of each square cell to the center of diagonal adjacent cells is not the same as the distance to the four adjacent cells the square shares an edge with. If even such well established strategy franchise like “Civilisation” adapted hex grids in their latest game, there should be a good reason to use them, right? Well, there are a couple of good reasons why people choose hex grids. Why hexagonal grid is better than square grid











Riobot grid mapping tutorial