The inspiration for using this shape came from KayKit Medieval Hexagon, as it features nicely styled basics such as grass, water, roads, walls, and more.
However, when it comes to building a level from these hexagon-shaped tiles, it presents a bit of a mathematical challenge. By default, TileMaps expect square shapes, whereas a hexagon is a cylinder with 6 vertices—and that is what makes connecting them tricky.
I initially thought about writing a script for it, but Godot has a beautiful vertex-snapping option (accessible by pressing B) which feels incredibly intuitive, similar to Unreal Engine or Blender. This makes manual placement easy; however, creating a decent-sized level of at least 50x50 tiles manually still takes too much time.
How would you approach this?
Using a GridMap with a MeshLibrary and tweaking the settings (though handling height changes might get a bit messy).
Writing an instancing script for a MultiMesh3D (though I’m unsure how to keep it from looking too repetitive).
Just manually placing them around the scene.
