private void Awake() { nodeDiameter = nodeRadius * 2; gridSizeX = Mathf.RoundToInt(gridWorldSize.x / nodeDiameter); //how many nodes we can fit in the X gridSizeY = Mathf.RoundToInt(gridWorldSize.y / nodeDiameter); foreach (TerrainType region in walkableRegions) { walkableMask.value |= region.terrainMask.value; walkableRegionsDictionary.Add((int)Mathf.Log(region.terrainMask.value, 2), region.terrainPenalty); } gridDrawing = GetComponent <DrawGrid>(); gridDrawing.CreateGrid(this, gridSizeX, gridSizeY); playableItemsMask = LayerMask.GetMask("PlayableItem"); CreateGrid(); }