Documentation / Tile Tick Movement

Tile Tick Movement

Grid-based movement for tactical RPGs, board-game style movement, and turn-based Unity prototypes.

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Quick Start#

Start with a complete workflow. Grid and character setup → Paths and vertical movement. If the unit falls or will not move, use the source-backed diagnostic guide.
  1. Import the package into your Unity project.
  2. Open the included demo scene.
  3. Review the sample GridManager, TickManager, path service, and unit setup.
  4. Duplicate the demo setup into your own scene.
  5. Replace the demo visuals with your own characters, terrain, and props.
Recommended first step: Start from the demo scene before building your own scene from scratch. It gives you a working reference when something does not behave as expected.

Requirements#

Unity VersionStore compatibility baseline: Unity 6000.0.34f1. Check the listing and installed package for your exact target version; newer combinations are not automatically verified.
Render PipelinePipeline independent. Built-in, URP, and HDRP projects can use the system.
InputThe core system is input agnostic. You can drive movement from legacy input, the new Input System, UI buttons, AI, or your own controller.
Art AssetsDemo art or third-party showcase art may not be included unless specifically listed in the package contents.

Architecture Overview#

Tile Tick Movement separates simulation from presentation. The tile state updates on ticks, while the visual model smoothly follows the movement segments generated by the simulation.

Player, AI, or Script Request
↓
MovementMotor
↓
IPathService / TilePathService
↓
GridManager Traversal Rules
↓
PathResult
↓
TickManager Processes Movement
↓
VisualMoveSegments
↓
UnitViewMotor Smooths Presentation

Simulation Layer#

TickManager, MovementMotor, GridManager, TilePathService, TileCoord, PathResult, and UnitFootprint handle the actual gameplay state.

Presentation Layer#

UnitViewMotor and VisualMoveSegment make the character look smooth without changing the authoritative tile state.

Package Contents#

  • Changelog: Offline notes containing the history of changes with each update.
  • Demo: Working example scene for the movement setup. This can be removed from your project after setup.
  • Documentation: Offline PDF included with the package, with online docs kept as the main reference.
  • Materials: Demo material for grid overlay. This can be removed if unused.
  • Readme: Overview of the package with setup notes and links.
  • Scripts: Runtime scripts needed for the package to function.

Component Reference#

Use these pages when you need to know what a script is responsible for, which Inspector fields matter, and which public methods are safe to call from your own code.

FAQ#

Does this work with URP?#

Yes. The movement logic is not tied to a specific render pipeline.

Can I use this for a turn-based game?#

Yes. Tile Tick Movement is a movement foundation that can be used in turn-based prototypes, tactical RPGs, and board-game style projects.

Why are MovementMotor and UnitViewMotor separate?#

MovementMotor owns gameplay state. UnitViewMotor only makes that state look smooth. This keeps movement predictable while still allowing nice visual presentation.

Where should I ask for help?#

Use the support page and include your Unity version, asset version, render pipeline, console errors, screenshots, and steps to reproduce the issue.

Changelog#

The current store listing is 1.1.0 (July 20, 2026). Read corrected version and migration information. The 1.0.0 notes below are historical.

Version 1.0.0#

  • Initial release.
  • Grid-based movement foundation.
  • Tick-based simulation loop.
  • Pathfinding service included.
  • Demo scene included.
  • Online documentation started.