my friend and I are making a game using unity and blender and we are trying to figure out how to apply a grid over the terrain we texture paint. we are looking to have a grid based system for moving characters on a board, similar to chess or the shining force series for those who recall it; each turn, a unit may move so many spaces so displaying a grid is a critical component of the UI. so far, I have been able to apply a grid by having it as a uv mapped plain with transparency where the grid is not visible. I have not, however, worked with getting the grid to line up with terrain that is elevated, etc. so far my best guess is to have a subdivided plain w the grid uv map, subdivided with clothmode on. I suspect that this may work, but I am afraid of what this will do to the polycount, and whether adding cloth physics will gum up the processor. Please let me know if you have any idea on how I might do this most effectively. Thanks so much!