Documentation / Tile Tick Movement
Tile Tick Movement
Grid-based movement for tactical RPGs, board-game style movement, and turn-based Unity prototypes.
On this page
Quick Start#
- Import the package into your Unity project.
- Open the included demo scene.
- Review the sample GridManager, TickManager, path service, and unit setup.
- Duplicate the demo setup into your own scene.
- Replace the demo visuals with your own characters, terrain, and props.
Requirements#
| Unity Version | Store compatibility baseline: Unity 6000.0.34f1. Check the listing and installed package for your exact target version; newer combinations are not automatically verified. |
|---|---|
| Render Pipeline | Pipeline independent. Built-in, URP, and HDRP projects can use the system. |
| Input | The core system is input agnostic. You can drive movement from legacy input, the new Input System, UI buttons, AI, or your own controller. |
| Art Assets | Demo 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.
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.
