![]() There are spiral coordinate systems I haven't explored. One of the interesting properties of that system is that it reveals hexagonal directions. There are also cube systems that use q-r, r-s, s-q. Some have the 120° axis separation as shown here and some have a 60° axis separation. There are also many different valid axial hex coordinate systems, found by using reflections and rotations. Some of them have constraints other than q + r + s = 0. There are many different valid cube hex coordinate systems. To avoid confusion in this document, I'll use the names q r s for hexagonal coordinates (with the constraint q + r + s = 0), and I'll use the names x y z for cartesian coordinates. In previous versions of this document, I used x z y for hexagonal coordinates and also for cartesian coordinates, and then I also used q r s for hexagonal coordinates. If you have any references, please send them to me. Tamás Kenéz sent me the core algorithms (neighbors, distances, etc.). Other possible names: brick or checkerboard. I haven't found much information about this system - called it interlaced, rot.js calls it double width, and this paper calls it rectangular. You can either offset the odd or the even column/rows, so the horizontal and vertical hexagons each have two variants. The most common approach is to offset every other column or row. I like cube coordinates for algorithms and axial or doubled for storage. With hexagons, there are multiple approaches. With square grids, there's one obvious way to do it. Geometry # Spacing # Angles # Coordinate Systems # This page includes interactive diagrams that require your browser to have SVG and Javascript enabled. ![]() The implementation guide has code in C++, Javascript, C#, Python, Java, Typescript, and more. The code samples on this page are written in pseudo-code they're meant to be easy to read and understand. I wrote this guide to the most elegant approaches that lead to the simplest code, starting from the guides by Charles Fu and Clark Verbrugge. I've been collecting hex grid resources for over 25 years. If there are any other tools that can solve this issue, I would appreciate any suggestions including any code to use preferably in C# or how to execute the code.This guide will cover various ways to make hexagonal grids, the relationships between different approaches, and common formulas and algorithms. I also tried adding a bit of code to change the sprite to "repeatable", but that doesn't seem to do anything. I tried changing the Sprite into a texture, but that's apparently incompatible with Sprite Renderers. ![]() The only component I've found to display 2D sprites is the Sprite Renderer. But what I'm having trouble with is getting the graphic to look like a repeating texture rather one that scales with the size of the object. I'm trying to apply sprites to objects, and to limit the number of objects (a few large ones rather than a whole bunch arranged in a grid), I'm trying to use box colliders as well as any others I find necessary. As I've been trying to migrate things over, I ran into probably the stupidest problem. I initially made a version of the game I'm making in Game Maker, but I expected I could make a better version in Unity. I recently started using Unity in an attempt to make a game prototype.
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