The Grid component is a guide which helps to align GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary, such as TilesA simple class that allows a sprite to be rendered on a Tilemap. More info
See in Glossary, based on a selected layout. The component transforms Grid cell positions to the corresponding local coordinates of the GameObject. The Transform component then converts these local coordinates to world space or global coordinates.
Property | Function |
---|---|
Cell Size | The size of a cell on the Grid. |
Cell Gap | Use this to define the size of gaps between cells on the Grid. You cannot set this to a negative value lower than Cell Size; if you do, Unity automatically resets it to the same values as the Cell Size, but as a negative number. For example, if Cell Size is 1, 1, 0 and you try to set Cell Gap to –2, –2, 0, Unity automatically changes Cell Gap to –1, –1, 0. |
Cell Layout | Use the drop-down to define the shape and arrangement of cells on the Grid. |
Rectangle | Cells are rectangular. |
Hexagon | Cells are hexagonal. |
Isometric | Cells are rhombus-shaped for an isometric layout. |
Isometric Z as Y | Similar to the Isometric Grid layout, but Unity converts the Z position of cells to their local Y coordinate. |
Cell Swizzle | Unity reorders the XYZ cell coordinates to the option you select for transform conversions. See the Wikipedia article on Swizzling for more details. |
XYZ | The Grid component uses the default XYZ cell coordinates. |
XZY | The Grid component swizzles the XYZ coordinates to XZY. |
YXZ | The Grid component swizzles the XYZ coordinates to YXZ. |
YZX | The Grid component swizzles the XYZ coordinates to YZX. |
ZXY | The Grid component swizzles the XYZ coordinates to ZXY. |
ZYX | The Grid component swizzles the XYZ coordinates to ZYX. |