Hex Map 5.6 Create Climate Burst Job
Catlike Coding Unity is walking through a deeper Burst conversion for Hex Map, this time moving CreateClimateJob off HexGrid and onto native data structures that Burst can actually use. The job now reads cell state from a NativeArray, while the generator copies data back and forth so the earlier land-generation steps can keep mutating the same cells before climate runs.
The bigger structural change is a new HexMapInfo helper that replaces the grid dependency for neighbor lookup and map bounds. It stores map size and wrap size, exposes TryGetCellIndex and TryGetNeighborCellIndex, and lets the climate job resolve neighbors without touching the managed grid class. That keeps the simulation logic compatible with Burst while preserving the same wrapping behavior.
HexCoordinates also gets a Burst-friendly rewrite: the old separate x and z fields are replaced with a single int2, with constructors and Step overloads updated to avoid relying on the static wrap size field. The code keeps the non-Burst path intact, but the new constructor and offset-coordinate helpers make the math cleaner and more job-friendly.
For developers working on procedural generation or large grid simulations, the practical takeaway is the same one Burst always brings: you often have to separate data access, coordinate math, and engine-facing helpers before the compiler can help you. The tutorial keeps the implementation incremental so each step still produces the same map, which is a useful pattern when refactoring gameplay systems for jobs.
- what
- CreateClimateJob is being converted into a true Burst job using NativeArray-backed cell data.
- who
- Catlike Coding Unity is documenting the Hex Map 5.6 tutorial update for Unity 6000.3.23f1.
- when
- The tutorial follows Hex Map 5.5.0 and targets Unity 6000.3.23f1.
- impact
- Developers get a pattern for making procedural hex-grid simulation Burst-compatible without changing results.
Technical refactor with clear workflow benefits
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