Search Unity

[RELEASED] Drag N Drop Minimap(RADAR)

Discussion in 'Assets and Asset Store' started by Determined, Aug 12, 2017.

  1. Determined

    Determined

    Joined:
    Mar 22, 2013
    Posts:
    2
    Asset Link: https://www.assetstore.unity3d.com/en/#!/content/91675
    Demo Video



    Web Demo: https://zayedupal.itch.io/drag-n-drop-minimap-demo

    Introducing Drag N Drop Minimap(RADAR) package.
    A very simple and easy to use minimap for 2d and 3d games written in C# and uses the new Unity UI.
    No coding needed and options for customisation.

    Features:
    • Different shaped minimaps(Circular, Renctangular, Polygon).
    • Options for rotating map with markers or rotate markers independently.
    • Options for clamping markers that are further than the minimap area.
    • Objectwise map markers.
    • Opacity control of minimap.
    • Layerbased selective minimap rendering.
    • Icons activate, deactivate or get destroyed according to gameobject.
    • Optimised for mobile.
    • Supports both 2D and 3D games.
    • All axes support (XY, XZ, YZ)
    • No coding required
    • Free updates

    Getting Started


    Documentation:
    https://zayedupal.wordpress.com/2017/05/19/dragndrop-minimap/

    Video Tutorials:


    Hope you guys enjoy the asset. Any suggestions, future update ideas or bug reports are welcome.
     
    Last edited: Aug 14, 2017
  2. ShinobiXIV

    ShinobiXIV

    Joined:
    Sep 8, 2018
    Posts:
    1
    when I add the layer minimap and assign my terrain to it, my guy floats as if falling. I am using Gaia to create my terrain and vThirdpersonShooter as my character controller. And the RT keeps un-assigning it self.
     
  3. Mad_Mark

    Mad_Mark

    Joined:
    Oct 30, 2014
    Posts:
    484
    I am attempting to use this in 1st person using the player camera as the "Target" object. Is there a way to restrict the rotation to only the Y axis so that when the player looks up or down, the map doesn't rotate into the background?
     
  4. Mad_Mark

    Mad_Mark

    Joined:
    Oct 30, 2014
    Posts:
    484
    Figured it out. In case anyone else has the same issue, I changed the SetCam() function to:
    //mapCamera.transform.eulerAngles = target.eulerAngles + rotationOfCam;
    mapCamera.transform.rotation = Quaternion.Euler(90f, target.eulerAngles.y, 0f);

    It works, but there is a lot of jerkiness. (There always was, so I need to implement a Lerp or something...)