The Grid component is a guide which helps to align GameObjects based on a selected layout. The component transforms Grid cell positions to the corresponding local coordinates of the GameObject. The Transform component then converts these local coordinates to world space or global coordinates.
|The size of a cell on the Grid.
|Use this to define the size of gaps between cells on the Grid. You cannot set this to a negative value lower than Cell Size; if you do, Unity automatically resets it to the same values as the Cell Size, but as a negative number. For example, if Cell Size is 1, 1, 0 and you try to set Cell Gap to –2, –2, 0, Unity automatically changes Cell Gap to –1, –1, 0.
|Use the drop-down to define the shape and arrangement of cells on the Grid.
|Cells are rectangular.
|Cells are hexagonal.
|Cells are rhombus-shaped for an isometric layout.
|Isometric Z as Y
|Similar to the Isometric Grid layout, but Unity converts the Z position of cells to their local Y coordinate.
|Unity reorders the XYZ cell coordinates to the option you select for transform conversions. See the Wikipedia article on Swizzling for more details.
|The Grid component uses the default XYZ cell coordinates.
|The Grid component swizzles the XYZ coordinates to XZY.
|The Grid component swizzles the XYZ coordinates to YXZ.
|The Grid component swizzles the XYZ coordinates to YZX.
|The Grid component swizzles the XYZ coordinates to ZXY.
|The Grid component swizzles the XYZ coordinates to ZYX.