For Iron Testament, I built a grid-based board system paired with custom editor tooling so level designers could build and iterate on levels without touching code. Some features include:
- A custom inspector that automatically swaps a tile's material when its type is changed, so designers don't have to update visuals by hand.
- A Board class storing a 2d array of Tiles, with helpers to look up a tile by position and to find all tiles within a radius.
- A "Save Level Data" editor button that scans the scene and builds the runtime tile data automatically, with no manual setup required.
- Automatic re-saving on scene save via a custom AssetModificationProcessor, so level data always stays in sync behind the scenes.
- Buttons to spawn default and objective tiles and to auto-generate a max-size board, speeding up early level design.
This system got Iron Testament's prototype up and running quickly, and let our designers focus on level design instead of data wrangling.