> For the complete documentation index, see [llms.txt](https://soulgamess-studio.gitbook.io/easy-grid-builder-pro-2-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://soulgamess-studio.gitbook.io/easy-grid-builder-pro-2-documentation/walk-through-tutorial/make-a-2d-city-builder/setting-up-the-grid-values.md).

# Setting Up the Grid Values

## <mark style="color:green;">Setting Up Core Grid Properties</mark>

Now, let’s take a closer look at the **Core Grid Properties** section of the **Easy Grid Builder Pro XY** component. There are three key properties to focus on: **Grid Width**, **Grid Length**, and **Cell Size**.

* Set the **Cell Size** to **1** (1 Unit = 1 Unity unit), **Grid Width** to **35**, and **Grid Length** to **20**. This configuration will fill up your **Game view** with the grid.
* The **Update Grid Position** property allows you to adjust the grid's position during runtime. If you want the grid to move (update its transform position) dynamically at runtime, make sure to enable this property.
* The **Grid Origin** property defines the grid's origin point, which can be set to **Centered** or **Default**. For this tutorial, we’ll keep it set to **Centered**.
* The **Update Grid Width And Length** property enables runtime changes to the grid’s width and length. If disabled, modifying the **Grid Width** and **Grid Length** values during runtime will not affect the grid system. For this tutorial, we’ll leave this property **disabled**.

<figure><img src="https://2651556506-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FeumhICLT4oHoEIEssOjB%2Fuploads%2FG3aCmGpMZdPkNqPJVPJM%2Fimage.png?alt=media&amp;token=c1f871ee-10bd-4182-a493-b54f03d782ad" alt=""><figcaption></figcaption></figure>

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## <mark style="color:green;">Setting Up Grid Buildables</mark>

This is where you add all the **Buildable Objects** to your grid. These objects can be placed on your grid during runtime. We’ll explore this feature in more detail later in this tutorial.

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## <mark style="color:green;">Setting Up Vertical Grid</mark>

**Vertical Grids** allow you to generate additional grids above the base grid. While this feature is less useful in a 2D game since vertical levels aren’t typically needed, it can still be leveraged with clever design techniques to create unique grids.

For this tutorial, we’ll skip the **Vertical Grid Properties** and explore them in a future tutorial.

<figure><img src="https://2651556506-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FeumhICLT4oHoEIEssOjB%2Fuploads%2F5VjMeLKRiaA1rOeZYO3t%2Fimage.png?alt=media&amp;token=8ba3b360-bdc5-4c72-b529-ce5390421512" alt=""><figcaption></figcaption></figure>

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## <mark style="color:green;">Setting Up Grid Collisions</mark>

The **Grid Collisions** section is responsible for generating the base collider for the grid, which defines its physical area.

* The **Grid Collider Size Multiplier** property adjusts the collider's scale relative to the grid size. By default, this value is set to **2**, and we will leave it as is.
* The **Lock Collider At Bottom Grid** property is designed for use with vertical grids. When enabled, it locks the collider to the base grid level, preventing it from moving with the active vertical grid level during switching.

For this tutorial, we’ll keep these settings at their default values.

<figure><img src="https://2651556506-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FeumhICLT4oHoEIEssOjB%2Fuploads%2FEaBAZDQXPrk3mf9LbESx%2Fimage.png?alt=media&amp;token=2e4a0baa-b9ce-4364-b6a6-4467c513b7ee" alt=""><figcaption></figcaption></figure>

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## <mark style="color:green;">Setting Up Grid Visuals</mark>

As you can see, there are four more sections available: **Visual - Object Grid**, **Visual - Canvas Grid**, **Visual - Runtime Text Grid**, and **Visual - Runtime Procedural Grid**. These provide unique ways to generate grid visual representations for **Easy Grid Builder Pro 2**. You can mix and match multiple methods or choose to use just one, depending on your grid system's needs.

**Visual - Canvas Grid** was the primary grid visualization method in **Easy Grid Builder Pro 1**. However, with the introduction of the **Visual - Object Grid** method, the **Canvas Grid** approach is now considered obsolete. For this tutorial, we will focus on the **Visual - Object Grid** properties and customize them to suit our 2D game. This method is enabled by default, and the grid visual you currently see in the scene is generated using this method.

The **Visual - Runtime Text Grid** and **Visual - Runtime Procedural Grid** methods, on the other hand, are designed for runtime only and do not have any visual representation in the Editor.
