Grid Builder 2

Grid Builder 2 steps up all existing features of Grid Builders grid and building system.


Documentation - Discord


New video of the buildings grid size setup made easy!


Main Features -

  • Create and design your grid and layout with additional grid tools and types
  • Build right in the editor/scene, or at runtime
  • Placing, removing and moving existing objects
  • Choose how many cells your placed objects will take up, up to 5x5 cells
  • Saving and loading capabilities
  • Developers can preconfigure a grid to load objects on start for users
  • Objects can now be placed on a timer to build after a delay
  • Objects can be visually highlighted based on how many cells it takes up
  • Objects can be selected and moved or drag moved
  • Many different types of placement logic like drag and drop, drag build and place one
  • Layer grids to create dynamic effects
  • Move objects on grid points instead of the center of cells
  • Auto cell blocking makes cells unplaceable
  • Hide and show cells when placing and removing
  • Floor tiles can be placed underneath objects depending on size
  • A simple upgrade system with timing
  • Building size setup system to easily setup placeable objects
  • Many customisation options
  • Full documentation of all components available at GolemiteGames
  • Thouroughly commented code
  • Additional methods to use should you want to get creative

Ideal game genres -

  • Real time strategy
  • Tower defence
  • Simulator
  • Table top
  • Puzzle
  • Construction
  • Time based building games
  • Many others game types use grids as an underlying system

Everything in this package expands from Grid Builder from which can then be upgraded to this package removing the cost of the initial purchase.


Check out the website GolemiteGames or check the full documentation on this tool.



Having floor tiles underneath your objects when previewing which would change depending on how many cells the object takes (Added)


Building an upgrade function, allowing developers to be able to set there own chain of upgrades for a particular object (Added)




Release Notes

1.6.1

Compatibility and usage -

  • Now uses GetComponentInParent for many functions instead of GetComponent, meaning meshes can be children which is mostly desirable for complex gameobjects. 
  • Uses a PreviewBuilder class to create a preview copy of the Building class without any other components. This provides a simple 'visual' preview object, without any other logic running that would normally be on that gameobject. Previously this would copy the Building prefab as is. 

1.6.0

New Features -

  • Building class now has a representation of the cells that it occupies. Click on the building class to see the cells and use the custom inspector to set. (Check new video on store)
  • Upgraded the GridSquare custom inspector to make it much easier to read and configure.
  • Upgraded asset to URP.

Bug Fixes-

  • Fixed issue with creating a preview of the auto cell blocking and locking the GridSquare editor.
  • Renamed some methods to better reflect what those functions do.
  • Fixed issue where auto cell blocking preview would not work correctly with Points or Lines type grids.

1.5.5

  • Assembly Definitions fix
  • Removed depreciated code

1.5.4

  • Updated package to Unity 6

1.5.3

  • Fixed an issue with moving an already placed object and then selecting a new object. The original object now returns to its original position.
  • Fixed an issue when moving an already placed object with floor tiles not aligning correctly. They now correctly align with the object whether moving from points or not.
  • DragRemove option in inspector under the object remover is now default back to false.

1.5.2

  • Bug fix for not saving timed objects to the gridData. Timed objects that are still being built will now be saved and loaded correctly.

1.5.1

  • Fixed a bug with BuildMode.cs where if the PlaceFloorTiles on GridSelector.cs was enabled the floor tiles would not hide. This is now a toggle so you can choose to hide them with the grid or not.

1.5.0

  • Added 11 interfaces to directly interact with Grid Builder 2's main functions. This makes hooking into using Grid Builder 2 with your own classes or other plugins far easier. The following interfaces can be added to any class deriving from MonoBehaviour -
  • IOnBuildingPlace, IOnBuildingRemove, IOnBuildingMoveStart, IOnBuildingMoveEnd, IOnBuildingSelect, IOnBuildingDeselect, IOnBuildingOver, IOnBuildingExit, IOnBuildingTimerStart, IOnBuildingTimerEnd, IOnSetPreview.
  • All interfaces (Except the IOnBuildingTimerEnd) return the GameObject in question, so it can be used on other scripts aswell as the building.

1.4.0

  • Added a new way to pick a Building to place with a pressed key instead of a button. Demo scene_01 1 shows the new simple component that does this. The component is called 'PickBuildingWithKey'.
  • Starts this demo scene with build more turned off as before.
  • Renamed prefab 'PickObjectBtn' to 'PickBuildingBtn' to better match the class name for consistancy.

1.3.2 Hotfix

  • BuildMode should now work as intended.
  • ReadMe file now has a link to the new Discord channel.

1.3.1

Bug Fixes -

  • All saving (in game saving & loading, preconfigurations and editor grid creation) now uses the GridSquares scene name as apposed to the ActiveScene()'s name as this would cause issues with additive scene loading. Additively loading a scene with a GridSquare in it should now load correctly as the save data name will always match the GridSquares scene name but not necessarily the active scenes name.
  • PreviewObjFloorTiles should now load with a Preconfig file.
  • Now if only using the GridSquare object without any other components, you do not need to have a GridBuilder2Manager object in the scene.
  • An editor created grid would recreate grid data at runtime. This should now only recreate the data if there is no grid created.
  • Fixed an issue where creating an editor grid without a prefab would result in an error.

1.3.0

New Features -

  • Grid Builder 2 grids can now be built and deleted right in the editor. This includes all data retained within the grid system. This main feature should speed up start up time, give developers much more visual feedback when building, and get less unexpected results when playing the game.
  • Lines grid type now allows when having built a grid in the editor, to change its lines thickness in realtime.
  • Points grid type now allows when having built a grid in the editor, to change its points radius in realtime.
  • Many code enhancements and refactoring to make it slightly easier to digest.

Bug Fixes -

  • ObjectPlacers Hide Cells Under Placed Objects feature should now work correctly on SingleCell and Chequered Grid types.

1.2.0

New Features -

  • Grid Builder 2 now comes with a mandatory manager class, improving startup performance by removing Find.ObjectOfType lines. Simply add one on an object into the scene, and place all of your Grid Builder 2 components you need.
  • Building class and PickObjectBtn class. The building data and UI are now seperated for much easier customisation. When setting up your objects for placement, you should now add the Building class to your prefabs to place. Set up as normal, this will be exactly the same as the previous SelectObjectBtn. You can then add a PickObjectBtn to a buttom object and then assign that prefab with Building component. This means you can now place and manipulate objects on the grid without the use of a button.

Bug Fixes -

  • Object Placer will now check to see if FloorTiles was enabled before placing.
  • You can now change between placement modes on Object Placer midgame without any issues.
  • Loading objects with floor tiles should now work as expected.
  • Object Selector now correctly canvas's over timed objects.
  • Slight Grid Selector issue when hovering over a GridObject and then back onto the same Grid Selector tile, the Object Selector canvas position now is in the correct position.
  • Other smaller minor improvements.

1.1.0

New Features -

  • Placement of floor tiles underneath objects depending on size. You can choose to place them with the object, or just preview them while placing.
  • New basic upgrade system, you can now add UpgradeData to a prefab and then add upgrade levels and times to build if any. It will swap the mesh and materials after the upgrade.
  • You can now exclude layers from autocellblock calculations, meaning you can have other entities on the grid and the grid cell creation not be affected by them.
  • Grid Builder 2 now comes with assemblies.

Bug fixes -

  • Grid selector and ObjectSelector will no longer reset when hovering over a menu, resulting in a smoother and more visual selection from the menu canvas.
  • Grid selector will no longer sometimes be misplaced after deselecting an object that was moving on points
  • ObjectSelector will now hide when not hitting a GridSquare or Gridobject
  • Fixed major bug causing a build error caused by using the UnityEditor methods outside editor assembly.

1.0.2

Bug fixes -

  • GridsSquare component will now not auto update if autocellblock is off
  • Timer size in demo scene 05 now has correct size
  • Fixed objectSize of house in demo scene 05 to fit the object better
  • Fixed movement on objects that use MoveOnPoints when not using smooth move
  • Fixed object selector position when deselecting an object to reset it to a single tile

1.0.1

Bug fixes -

  • Hotfix for Autocellblock preview if using URP or HDRP. Upgrading scene materials will now also upgrade that one. It will be under the Editor folder.

1.0.0

  • First release

Basic Information
Latest Version
1.6.1 (08 Dec 2025)
Publisher
GolemiteGames
Category
Tools/Game Toolkits
Size
171.9 MB
Price
€32.2
Asset Rating
(18)
Extended Information
Unity Versions
6000.0.32
Render Pipelines
BIRP URP HDRP
State
Published