Welcome to Crimson Tactics, a tactical 3D grid-based game developed in Unity. The project demonstrates a full-featured tactical gameplay system including grid generation, pathfinding, and basic enemy AI logic.
- 🔲 Dynamic 10x10 Grid System – Instantiates tile prefabs to build a grid-based world.
- 🖱️ Mouse Interaction – Detects tile hover and selection using raycasting.
- 🎨 Visual Feedback – Tiles highlight on hover, show movement paths, and update color based on state (default, obstacle, path).
- 🧱 Obstacle System – Obstacle prefabs that block player and enemy movement.
- 🧠 A Pathfinding Algorithm* – Allows the player to move to target tiles using the shortest walkable path.
- 🤖 Basic Enemy AI – Enemies can navigate the grid, follow paths, and track the player.
- 🎮 Player Control – Click-based movement using Unity’s physics and coroutines.
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Unity Engine (2022.3+)
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C#
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Unity Editor
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This Unity project demonstrates a 3D tactical grid-based game developed with C#. It includes a tile-based movement system, pathfinding mechanics, and player interaction on a dynamically generated 10x10 grid.
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🧱 10x10 Grid Generation
Procedurally generates a 10x10 tile grid using Unity cubes. Each tile stores its own grid position and obstacle state. -
🎮 Player Movement
The player character moves across the grid via mouse input and follows the shortest path using a custom pathfinding algorithm. -
🚧 Obstacle Placement
Designated tiles can be set as obstacles that block movement. Obstacle tiles are visually marked in red. -
🧠 A Pathfinding Logic*
Efficient pathfinding is implemented to navigate around obstacles, dynamically finding the shortest path from one tile to another. -
🖱️ Tile Interaction
Hover detection via raycasting highlights tiles and shows their coordinates. Tiles change color based on their state (default green, red for obstacles).
GridManager.cs: Handles generation and data storage for the tile grid.Tile.cs: Represents individual tile behaviors (coordinates, obstacle status, color updates).PlayerController.cs: Handles user input, tile selection, and movement across path.Pathfinding.cs: Custom implementation of A* algorithm to determine efficient movement paths.
- Clone the repository or download the ZIP.
- Open the project in Unity.
- Ensure
tilePrefabis assigned inGridManager. - Enter Play Mode and click tiles to move the player.
- Use the UI to observe tile positions or add obstacles.
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All tiles default to green unless marked as obstacles.
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The project supports basic enemy AI and future enhancements like turn-based mechanics.
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Interface
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Showing the Tile Postion
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Tile Postion
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Pathfinding
Thank you for giving me this Oportunity. I build this 3D Grid pathfinding way for my Intern and I try my best one I hope that it desires to you 😊



