private void GenerateHexagonGrid() { float offsetX = 0.38f; float offsetZ = 0.32f; for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { float posX = x * offsetX; if (y % 2 == 1) { posX += offsetX / 2; } GameObject _newCell = Instantiate(PrefabCell, new Vector3(posX, 0, y * offsetZ), Quaternion.identity); CellBase _cell = _newCell.GetComponent <CellBase>(); CellNode _node = new CellNode(); _node.GridX = x; _node.GridY = y; _cell.SetNode(_node); _newCell.transform.parent = ParentForCells; } } }