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Hex Terrains Framework preview
Unity

Hex Terrains Framework

By freewebtime

Current price
$80
Lowest recorded
$80
23 likes
Hex Terrains Framework preview 1 1 / 22

Price history

Lowest recorded standalone price: $80. Recorded observations span to . This is our available history, not a guaranteed all-time low. Bundle package prices are separate.

Recorded prices for Hex Terrains Framework Price history over the last three months. The solid stepped line shows standalone prices, including inferred periods. Blue lines with diamond markers show bundle package prices. Offer details follow the graph. $0.00 $40.00 $80.00 Aug 8, 2026 Nov 8, 2026
Standalone price

Last three months, in USD. Bundle prices cover the whole package.

About Hex Terrains Framework

  • Tools, Systems & Learning > Level & World Building
Hex Terrains Framework 2.0 is now available.

The new version is a major upgrade that delivers significant improvements in performance, architecture, scalability, and usability compared to Version 1.0.

Version 1.0 will remain on the Unity Asset Store to support existing projects and maintain backward compatibility, but Version 2.0 is recommended for all new projects.

As a thank you to early supporters, all Version 1.0 owners automatically receive Version 2.0 as a free upgrade.

Hex Terrains Framework is a powerful and performant terrain system built entirely on Unity DOTS (Entities, Jobs, Burst). Designed for large-scale strategy, simulation, and sandbox games, it allows you to create massive, interactive hex-based worlds with real-time editing, modular rendering, and efficient job-based updates.

Features:
- Brush-Based Terrain Editing: Edit terrain in real time with brush tools that support size, opacity, stamping, alt-sampling (like a color picker), and auto-painting — just like Photoshop.
- Dynamic Terrain Creation: Create new terrains at runtime with custom dimensions, cell resolution, and layer configuration. Resize or regenerate terrain without restarting.
- Modular Data Layer System: Add or remove data layers (heightmap, biomes, countries, items, entities, etc.) on demand. Each layer is self-contained and supports dirty flagging and job-safe dependency tracking.
- Surface Layers & Water Support: Render complex layered surfaces (e.g., ground, water, snow, oil) using custom or built-in mesh generators. Water is its own elevation map — fully interactive and editable.
- Highly Optimized Mesh Generation: Meshes are generated using Burst-compiled jobs with support for simplified or detailed topology. You can extend it with your own generators for custom visuals.
- Minimap with Viewport Sync: Real-time minimap renders any data layer texture. Click-to-center camera control. Camera position indicator with normalized tracking included.
- HDRP & URP Ready: Sample content provided for both pipelines. Choose your look and customize with Shader Graph.
- Custom UI Toolkit-Based Editor: In-game terrain editor built with Unity UI Toolkit, featuring fully data-bound property windows, tool panels, and a modular view model system. Easily extend with your own tools.
- Save/Load Support: Modular binary serialization built-in. Save and load entire terrain states, including all data layers, runtime changes, and surface configuration.
- Wraparound Map Support: Connect terrain edges horizontally and vertically (e.g., like a globe or Civ-style map). Seamless camera movement across terrain boundaries.
- Built entirely on Unity DOTS (ECS 1.0)
- Burst-accelerated hex math with axial/offset and flat/point top options
- Minimal allocations and full job safety — optimized for large terrains
- Data layers store per-chunk dirty flags and read/write job handles
- Render system designed for Graphics.DrawMeshInstanced, as well as hybrid entities (for CellEntities feature)
- Designed for multi-terrain projects (e.g., Earth, Moon, Mars...)

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