Hex Terrains Framework View on Asset Store (opens in new tab)

Package details

Latest version
1.0.0
Last updated
First released
Unity version
6000.0.50 or later
Package size
14.7 MB
Files
613
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Hex Terrains Framework

by freewebtime (opens in new tab)

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High-performance hex terrain engine for Unity DOTS. Create large, interactive worlds with scalable surfaces, jobified systems, and full ECS integration.

Price $80.00

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Price history

Last 6 months

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Price history for Hex Terrains Framework, 6 months Current $80.00; lowest $80.00; highest $80.00 in this period. $0 $50 $100 Jun Jul Aug Sep Oct Nov

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Hex Terrains Framework screenshot 1

Hex Terrains Framework screenshot 1

About this asset

Hex Terrains Framework 2.0 is now available.

The new version is a major upgrade that delivers significant improvements in performance, architecture, scalability, and usability compared to Version 1.0.

Version 1.0 will remain on the Unity Asset Store to support existing projects and maintain backward compatibility, but Version 2.0 is recommended for all new projects.

As a thank you to early supporters, all Version 1.0 owners automatically receive Version 2.0 as a free upgrade.

Hex Terrains Framework is a powerful and performant terrain system built entirely on Unity DOTS (Entities, Jobs, Burst). Designed for large-scale strategy, simulation, and sandbox games, it allows you to create massive, interactive hex-based worlds with real-time editing, modular rendering, and efficient job-based updates.

Discord

Documentation

Class Reference

Features:

  • Brush-Based Terrain Editing Edit terrain in real time with brush tools that support size, opacity, stamping, alt-sampling (like a color picker), and auto-painting — just like Photoshop.
  • Dynamic Terrain Creation Create new terrains at runtime with custom dimensions, cell resolution, and layer configuration. Resize or regenerate terrain without restarting.
  • Modular Data Layer System Add or remove data layers (heightmap, biomes, countries, items, entities, etc.) on demand. Each layer is self-contained and supports dirty flagging and job-safe dependency tracking.
  • Surface Layers & Water Support Render complex layered surfaces (e.g., ground, water, snow, oil) using custom or built-in mesh generators. Water is its own elevation map — fully interactive and editable.
  • Highly Optimized Mesh Generation Meshes are generated using Burst-compiled jobs with support for simplified or detailed topology. You can extend it with your own generators for custom visuals.
  • Minimap with Viewport Sync Real-time minimap renders any data layer texture. Click-to-center camera control. Camera position indicator with normalized tracking included.
  • HDRP & URP Ready Sample content provided for both pipelines. Choose your look and customize with Shader Graph.
  • Custom UI Toolkit-Based Editor In-game terrain editor built with Unity UI Toolkit, featuring fully data-bound property windows, tool panels, and a modular view model system. Easily extend with your own tools.
  • Save/Load Support Modular binary serialization built-in. Save and load entire terrain states, including all data layers, runtime changes, and surface configuration.
  • Wraparound Map Support Connect terrain edges horizontally and vertically (e.g., like a globe or Civ-style map). Seamless camera movement across terrain boundaries.
  • Built entirely on Unity DOTS (ECS 1.0)
  • Burst-accelerated hex math with axial/offset and flat/point top options
  • Minimal allocations and full job safety — optimized for large terrains
  • Data layers store per-chunk dirty flags and read/write job handles
  • Render system designed for Graphics.DrawMeshInstanced, as well as hybrid entities (for CellEntities feature)
  • Designed for multi-terrain projects (e.g., Earth, Moon, Mars...)

From the publisher's Asset Store listing.

Technical details

  • Modular architecture: terrain layers, data layers, and rendering are separated and extensible
  • High-performance rendering with custom instancing logic (Graphics.DrawMeshInstanced)
  • Jobified systems for reading/writing terrain data safely in parallel
  • Supports custom surfaces: Earth, Moon, Mars – and easy to add more
  • Minimap with view modes (height, biome, provinces, cell items, etc.)
  • Editable at runtime with in-game UI tools
  • Easily extend with your own data layers or entity logic
  • Ideal for simulation, RTS, 4X, and economy-driven games

Welcome to our discord: 

https://discord.com/invite/88wvDexGW6

If you've encountered a bug, please report it here: Report a bug

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.0.50f1 Not listed Compatible Compatible

Technically asset does not rely on any render pipeline. The only part of it that is dependent is implementation of the Terrain Brush (because it uses DecalProjector component, which is Render Pipeline dependent). So the project's core does not rely on SRP at all, but the demo scenes do. If you don't need the brush or you have your own implementation, you can use the asset with any render pipeline

As listed on the Asset Store.