A quick guide to building a grid-based object placement system in Unity. The approach uses Unity's built-in Grid component attached to a parent object, a quad with a collider as a child, and an optional grid shader for visualization. A script reads pointer input, converts it to a ray via ScreenPointToRay, uses Physics.Raycast with a layer mask to detect hits on the quad, then converts the hit point to a cell position using Grid.WorldToCell and Grid.GetCellCenterWorld to snap placed objects precisely to grid cells.

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