Cracked Grids View on Asset Store (opens in new tab)

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Latest version
1.1.0
Last updated
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Unity version
6000.2.13 or later
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90 KB
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Cracked Grids

by Cracked Games (opens in new tab)

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Cracked Grids is a comprehensive grid-based game framework that provides everything you need. Built with flexibility and performance in mind, it works seamlessly with both 2D sprites and 3D models.

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Cracked Grids screenshot 1

Cracked Grids screenshot 1

About this asset

Cracked Grids - Complete Isometric Grid System for Unity

| DOCUMENTATION | PRIVACY POLICY |

Cracked Grids is a powerful, production-ready framework designed to eliminate the complexity of building grid-based games in Unity. Whether you're creating a tactical RPG with deep strategic combat, a roguelike dungeon crawler, a puzzle game with intricate mechanics, or a turn-based strategy title, Cracked Grids provides the complete foundation you need to bring your vision to life.

Built from the ground up with real game development needs in mind, Cracked Grids handles all the tedious technical challenges of grid-based gameplay so you can focus on what makes your game unique. The framework takes care of coordinate systems, pathfinding algorithms, movement animations, object placement, and visual feedback - all the foundational systems that would otherwise take weeks or months to implement and debug yourself.

What sets Cracked Grids apart is its intelligent component-based architecture. Rather than forcing you into rigid structures, it separates concerns cleanly: grid state management is independent from movement animation, allowing you to mix and match capabilities as needed. Want a static obstacle that blocks movement? Just add the base component. Need an animated character with smooth movement transitions? Add the optional movement component. Building a sprite-based game today but want to upgrade to 3D models tomorrow? The same code works for both with zero modifications.

The system embraces flexibility without sacrificing performance. Every major operation is optimized for real-time gameplay - cell lookups happen in constant time, pathfinding uses efficient algorithms suitable for large grids, and visual effects leverage Unity's rendering optimizations to avoid unnecessary overhead. You get the ease of use of a high-level framework with the performance characteristics of hand-optimized code.

Cracked Grids also understands that great grid-based games need more than just basic movement. The framework includes sophisticated visual feedback systems for highlighting valid moves and dangerous zones, procedural generation tools for creating organic-looking play spaces, automatic camera positioning for perfect isometric views, and decorative systems for polishing your game's presentation. These aren't afterthoughts - they're integral parts of the framework designed to work together seamlessly.

Perhaps most importantly, Cracked Grids respects your time. The included documentation covers every feature in depth with practical examples, the custom editor tools let you visualize and debug your grid in real-time, and the complete source code is fully commented for those moments when you need to understand exactly what's happening under the hood. You're not just getting code - you're getting a complete solution that's ready to use in your next project, today.

Whether you're a solo developer building your first tactics game or a studio creating your next commercial title, Cracked Grids provides the robust, battle-tested foundation that lets you spend your time on gameplay, content, and polish instead of reinventing the grid-based game wheel.

From the publisher's Asset Store listing.

Technical details

CORE FEATURES

Grid Management System

  • Dynamic grid generation with configurable dimensions and cell sizes
  • Procedural edge erosion for organic, irregular grid shapes
  • O(1) cell lookups for maximum performance
  • Automatic coordinate conversion between grid and world space
  • Flood-fill connectivity analysis and safe spawn positioning

Object Management

  • Component-based architecture separating state from animation
  • GridObject for position tracking, blocking, and interactions
  • Optional GridMovement component for smooth animations
  • GridEntity with automatic camera billboarding for 2D and 3D
  • Push, swap, and teleport interactions
  • Visual offset system for large objects spanning multiple cells

Movement System

  • Five distinct movement types: Walk, Jump, Dash, Knockback, and Teleport
  • Smooth interpolation with customizable easing curves
  • Event system with OnMoveStart and OnMoveComplete callbacks
  • Configurable speeds, jump heights, and dash multipliers
  • Automatic fallback to instant teleport for static objects

Pathfinding and Queries

  • Efficient A* pathfinding with diagonal movement support
  • Manhattan distance queries for diamond-shaped ranges
  • Chebyshev distance queries for square-shaped areas
  • Line-of-sight detection with obstacle awareness
  • Neighbor queries for both 4-directional and 8-directional movement
  • Straight-line path calculations until blocked

Visual Feedback System

  • Six highlight types: ValidMove, Attack, Danger, Path, Hover, None
  • Priority-based highlighting with automatic layering
  • Per-cell color customization with glow intensity and pulse speed
  • Persistent danger zone marking
  • Batch highlighting operations
  • MaterialPropertyBlock optimization to avoid instancing overhead

Procedural Generation

  • Configurable edge erosion with chance, iterations, and dither
  • Smart erosion algorithm: corners erode faster than flat edges
  • Main island detection for spawn safety
  • Distance-from-void calculations
  • Weighted prefab selection for visual variety
  • Automatic wall regeneration after terrain changes

Camera System

  • Automatic isometric camera setup and positioning
  • Three camera styles: Isometric Orthographic, Isometric Perspective, Top-Down
  • One-click grid centering with offset control
  • Smooth focus transitions to specific cells
  • Zoom control for both orthographic and perspective modes
  • Automatic distance calculation based on grid size

Wall Generation

  • Decorative boundary walls with stackable segments
  • Smart placement algorithm avoiding camera occlusion
  • Per-direction rotation control for proper alignment
  • Random sprite selection for visual diversity
  • Configurable height, offset, and material properties
  • Automatic updates when grid shape changes

EDITOR INTEGRATION

Custom Inspectors

  • One-click grid initialization and erosion
  • Interactive grid selector tool in Scene view
  • Real-time cell state visualization
  • Quick wall generation controls
  • Property validation and default value handling

Comprehensive Gizmos

  • Grid boundary visualization with toggleable display
  • Selected cell highlighting with state indicators
  • Occupancy visualization with color coding
  • Camera-to-grid connection lines
  • Distance and position labels

PERFORMANCE OPTIMIZED

  • Dictionary-based cell lookups: O(1) access time
  • HashSet flood-fill for fast connectivity analysis
  • MaterialPropertyBlock for efficient highlight rendering
  • Zero garbage collection in movement coroutines
  • Optimized range queries using mathematical formulas
  • Suitable for grids up to 100x100 cells

DOCUMENTATION AND EXAMPLES

  • Over 1200 lines of comprehensive documentation
  • Quick start guide with minimal setup code
  • Four complete example implementations
  • Full API reference for all public methods
  • Troubleshooting guide for common issues
  • Code examples for 2D sprites and 3D models

COMPATIBILITY

  • Works with 2D sprites and 3D models with no performance difference
  • Universal Render Pipeline (URP) compatible
  • Built-in Render Pipeline (BiRP) compatible
  • Shader fallback system for maximum compatibility
  • Unity 2020.3 or higher recommended
  • Clean namespace organization with zero external dependencies

WHAT YOU GET

  • Fully commented C# source code
  • Complete grid system with pathfinding
  • Movement system with five animation types
  • Visual feedback and highlighting system
  • Procedural generation tools
  • Camera controller with multiple styles
  • Wall generation system
  • Custom editor tools and inspectors
  • Example scene with working demo
  • Comprehensive documentation

PERFECT FOR

  • Tactical RPGs and strategy games
  • Turn-based combat systems
  • Puzzle games with grid mechanics
  • Roguelike and dungeon crawlers
  • Tower defense games
  • Board game adaptations
  • Tactics-style gameplay

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.2.13f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.