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Releases: SinlessDevil/UnityGridLevelEditor

v2.1.0

20 Jun 16:45

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Grid Level Editor v2.1.0

Editor quality-of-life update: smarter block icons, free map navigation, and a large internal refactor of the grid view. Public API and saved data are unchanged —
existing levels and blocks keep working.

✨ Added

  • Auto block icons. A block now shows its prefab's auto-generated preview (Unity AssetPreview) across the palette, grid, plates and drag ghosts. The icon sprite became
    an optional manual override — assigning one is no longer required.
  • Free map panning. Hold the middle mouse button to drag the grid anywhere inside a clipped viewport that fills the editor down to the log. A ⊕ button recenters the map.
    Works alongside zoom (− / + / 1:1, Ctrl + mouse wheel).

🔧 Improved

  • Clearer "no space" feedback. When a block or paste can't fit, the blocked cells flash red — and now the blocking multi-cell object's plate flashes too, so it's visible
    even under overlapping objects.
  • Faster block creation. Only an id is required now; without an icon the prefab preview is used automatically.
  • Paste reports the exact blocked cells, so the flash highlights precisely where there was no room.

🐞 Fixed

  • Grid is centered in the viewport on open, and the ⊕ button recenters it.
  • Even cell spacing when the map is larger than the window (the flex viewport no longer compresses the grid vertically).

🧹 Internal / Refactor

  • LevelGridView reduced from 1233 → ~270 lines. The God-object was split into focused, single-responsibility components under Editor/Grid: zoom, selection, hit-testing,
    highlighting, cell rendering, multi-cell plates, drag/move, palette placement, free-pan and keyboard shortcuts — plus a LevelGridOps domain helper and a shared
    GridContext.
  • De-duplicated the clear/place rules that were previously copied across the grid, the block popup and the clipboard.
  • Behavior-preserving throughout; the window and palette drag controller were untouched.

📄 Docs

  • README updated (features, controls, structure, changelog).
  • Added Assets/Code/LevelEditor/SUBDIVISION_FEATURE.md — a spec for the planned per-cell destructible sub-mask (Battle City–style breakable walls), to be implemented in
    a future release.

Full changelog: v2.0.0...v2.1.0

v2.0.0

17 Jun 21:46
592ee51

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Grid Level Editor v2.0.0

A major overhaul of the editor. The whole tooling has been migrated from Odin Inspector to UI Toolkit, rebuilt around a fast
drag-and-drop workflow with multi-cell blocks, per-level undo/redo, copy/paste, logging and zoom.

⚠️ Heads-up: this is a breaking release. The editor windows were rewritten — see Breaking changes below.

Highlights

  • Full UI Toolkit rewrite — both the Level Editor and Block Library windows are now native UI Toolkit, replacing the old
    Odin/IMGUI inspectors. Faster, cleaner and themeable via USS.
  • Drag & drop authoring — drag blocks straight from the palette onto the grid, with a live snapped footprint preview.
  • Multi-cell (Tetris-style) blocks — define rectangle / L / T / cross footprints; placed objects render as one merged plate
    and behave as a single object when moving, copying or clearing.
  • Per-level undo/redo — window-local history (Ctrl+Z / Ctrl+Y), scoped to the current level.

Authoring & editing

  • Drag-to-move blocks and whole objects across the grid, with bounds-checked drop validation.
  • Multi-selection (Ctrl + click range) with drag-to-move of the whole selection.
  • Copy / paste of cells and objects — objects paste as fresh instances, only onto free space.
  • Cell settings popup (right-click) — assign a block, rotate via a dial or presets, copy/paste and clear, all in one draggable
    panel.
  • Rotation with live preview while dragging and a single, clean undo step on commit.

Editor experience

  • Zoom toolbar (−/+/1:1) plus Ctrl + Mouse Wheel to zoom the grid.
  • Collapsible log panel with info / success / error messages for every action.
  • Controls overlay (? button) listing all shortcuts.
  • Optimized O(1) cell hit-detection for smooth dragging on large grids.
  • Block Library window — create / rename / delete blocks, search and sort by id, prefab or icon, plus a visual shape editor
    for footprints.

Shortcuts

Action Input
Place a block Drag a tile from the palette onto the grid
Move a block / object Left-click drag
Select cells (range) Ctrl + Left-click
Block context menu Right-click
Copy / paste Ctrl + C / Ctrl + V
Undo / redo Ctrl + Z / Ctrl + Y (or Ctrl + Shift + Z)
Clear selection Backspace / Delete
Zoom Ctrl + Mouse Wheel

Requirements

  • Unity 2023.2 or newer
  • UI Toolkit (editor UI — ships with Unity)
  • Zenject (DI) and DOTween (runtime animations)

Breaking changes

  • The editor windows no longer use Odin Inspector — the level editor UI is now pure UI Toolkit. (Odin is still used only by
    SaveLoadService.)
  • The editor windows were rewritten; any local customizations to the old IMGUI windows won't carry over.

Upgrading

  1. Pull the latest version and open the project in Unity 2023.2+.
  2. Open Tools → Grid Level Editor → Block Window and → Level Window — existing LevelData / BlockLibrary assets load as-is.
  3. Your levels and blocks under Assets/Resources/StaticData are fully compatible — no data migration needed

v1.0.1

03 May 15:05

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Features:

  • Custom Unity Editor Window to create and edit level grids
  • Popup menu for selecting blocks and rotations
  • Hexagonal grid support
  • JSON export for runtime integration
  • Seamless Odin Inspector GUI
  • Built-in support for Zenject and DOTween

To import:
Download the attached .unitypackage
In Unity: Assets > Import Package > Custom Package...
Select the file and import all

Requirements:
Odin Inspector
Zenject
DOTween

Setup Instructions:
Bind all required interfaces as services via Zenject's installer.
Once services are bound, the editor and grid tools are fully functional out of the box.

v1.0.0

17 Apr 15:17

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First public release of the UnityGridLevelEditor package!
A powerful custom editor tool to help level designers quickly build grid-based (and hex-based!) layouts inside the Unity Editor.

Features:

  • Custom Unity Editor Window to create and edit level grids
  • Popup menu for selecting blocks and rotations
  • Hexagonal grid support
  • JSON export for runtime integration
  • Seamless Odin Inspector GUI
  • Built-in support for Zenject and DOTween

To import:
Download the attached .unitypackage
In Unity: Assets > Import Package > Custom Package...
Select the file and import all

Requirements:
Odin Inspector
Zenject
DOTween

Setup Instructions:
Bind all required interfaces as services via Zenject's installer.
Once services are bound, the editor and grid tools are fully functional out of the box.