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Question by mrudnicki · Oct 03, 2018 at 08:16 PM · tilemaphexagon

What should be the best approach to hexagonal tilemap in Unity?

What should be the best approach to hexagonal tilemap in Unity?


I tried to dig into different resources to start working, I've created a map with different hexagonal tiles: water, grass, forest, and mountain. My goal is to put a new object (like a new sprite) on the different layer above the current one in random tile position. Additionally, I want to put some logical conditions like this object can't be in the water or on top of the mountain. What should I do:
1) create my own tiles derived from base type for water, grass, mountain, and forest and then pick only from types I want to use?
2) create game objects or prefabs from tiles (with a special brush) and check it's sprite?
Generally, I thought that I should use tiles for static content like terrain, not game objects because of performance issues. But as I'm starting with tilemaps I may be wrong:)

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