I am currently building a hexagonal grid system in unity, with hexagons whose dimension is a little different than regular one. It's pointy-top, but its height and width is all 1, instead of 1 and sqrt(3), to match unity tilemap size and I prefer the way it looks to regular one. And that's where my problem starts..
I want to write a method in which I can translate Vector3 world position to Hex Grid position (Cube Coordinate), but since it's dimension is tilted, regular methods don't work.
How can I get the Hex Grid position with world Position? any help please?
I tried pretty much all the algorithms in redblobgames.com but none of it seems working.