Setup
beginner conceptsTerrain Grid System 2 · Core Concepts
Setup Guide
This page covers how to position and configure the grid on your terrain or mesh object for the best visual and performance results.
Grid Center and Scale
Tip: For large terrains, avoid covering the entire surface. Instead, display only a portion of the grid around the player using
gridCenter and gridScale.
| Property | Range | Description |
|---|---|---|
gridCenter |
(-0.5, -0.5) to (0.5, 0.5) | Position of the grid center relative to the terrain. (0, 0) = terrain center, (-0.5, 0.5) = top-left corner. |
gridScale |
(0, 0) to (1, 1) | Size of the grid relative to the terrain. (0.1, 0.1) = 10% of terrain size. |
gridCenterWorldSpace |
World position | Sets the grid center using a world-space position. Useful for centering the grid on a character by assigning transform.position. |
See demo scenes 10 and 10b for practical examples of dynamic grid positioning.
Elevation and Depth
The grid is a physically generated mesh that sits on top of the terrain. Precise offset control prevents z-fighting while keeping the grid flush with the surface.
| Property | Description |
|---|---|
| Mesh Pivot | Appears only for custom meshes. Adjusts the local center offset if the mesh origin is not at (0,0,0). |
| Depth Offset | Controls Z-buffer offset for highlight surfaces (Colored Depth Offset) and grid lines (Mesh Depth Offset). |
| Elevation + Elevation Base | Combined Y-axis displacement. Elevation Base uses a numeric field for finer or larger values. |
| Min Elevation Multiplier | Controls the tiny Y-axis offset between the grid root, cell layer, and territory layer (~0.01). Reduce for very large terrain scales. |
| Camera Offset | Dynamically displaces the grid toward the camera. Updates automatically when the camera moves. |
| Normal Offset | Per-vertex displacement along the terrain normal. Makes the grid "wrap" around the terrain. Expensive — only use when needed. |
Mesh-Based Terrains
When attaching TGS to a non-Unity-Terrain object (e.g., a mesh-based terrain), additional filter options appear:
| Option | Description |
|---|---|
| Objects Name Prefix | Filter child objects by name prefix. |
| Objects Layer Mask | Filter objects by layer. |
| Search Global | When enabled, searches the entire scene for matching objects instead of only children. |
Next Steps
- Inspector Reference — complete property reference
- Performance Tips — optimize for large grids
- Scripting Support — position the grid dynamically from code
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