FAQ

beginner faq

Hexasphere Grid System · Troubleshooting & FAQ

Is this asset compatible with Unity 6?

Yes. All Kronnect assets are fully compatible with Unity 6. The minimum supported version is Unity 2022.3 LTS, and this includes Unity 6 and any newer releases.

Which render pipelines are supported?

Hexasphere Grid System works with Unity's Built-in, URP, and HDRP render pipelines. No additional configuration is needed — the shaders adapt automatically.

How many tiles can a hexasphere have?

The number of tiles depends on the Divisions parameter. A division of 10 creates ~500 tiles, 20 creates ~2,000 tiles, and 40 creates ~8,000+ tiles. Higher divisions increase geometry but the asset is optimized for smooth performance at reasonable levels.

Can I have multiple hexaspheres in one scene?

Yes. Add multiple Hexasphere GameObjects and access them individually using Hexasphere.GetInstance("name"). Each hexasphere operates independently with its own settings, tiles, and events.

Does the asset support mobile platforms?

Yes. Hexasphere Grid System works on iOS and Android. For best performance on mobile, keep the Divisions count moderate (under 20) and avoid enabling extrusion unless required.

Can I apply different textures to individual tiles?

Yes. Use SetTileTexture(tileIndex, texture) to assign textures to individual tiles. Adjust Tile Texture Size in the Inspector to control the internal texture array size, and toggle Tile Texture Stretch if you see distortion.

How does pathfinding work on the hexasphere?

The asset includes a built-in A* pathfinding engine. Call FindPath(startTileIndex, endTileIndex) to get a list of tile indices forming the shortest path. You can customize crossing costs per tile and choose different heuristic methods. See the Scripting Support page for full API details.

I have a question not covered in this guide

Please visit the Kronnect Support and post your question. The team will respond shortly.

Do Demo scenes 4 and 5 work with WebGPU builds?

No. Demos 4 (Planet Grid) and 5 (Bevel) use geometry shaders (#pragma geometry), which are not supported by WebGPU.

Why does zoom and rotation stop working when the camera moves beyond a certain distance threshold from the hexasphere?

The issue is likely related to raycasting being blocked or interfered with at certain camera distances. Check that tile highlighting is working (tiles should highlight on hover) - if highlighting stops, the raycast is failing and user interaction will be blocked. Verify the camera distance is within a valid range for raycasting to function properly. The extrusion multiplier can also affect this threshold - higher extrusion values may require camera distance adjustments.


I have a question not covered here

Please visit the Support Center and use our AI Support Assistant to get answers. If the issue persists, submit a reproduction project so we can investigate further and help you.

Was this page helpful?