UGUI MiniMap

Version 1.8


Thank you for purchasing UGUI MiniMap. If you have any questions that are beyond the scope of this help file, please feel free to email via my user page contact form here. Thanks so much!

Required:

- Unity 5.0++
- UGUI MiniMap 1.8++

 

Introduction:

 
UGUI MiniMap is a complete MiniMap / WorldMap solution for Unity uGUI. You can easily create any type of
minimap you want for any genre of game, like: race, fps, rpg games etc.
 
 

Features:

 

-UGUI Support.
- Compass Bar.
- Border Maps Icons.
- Circle Border icons.
- 3D and 2D Mode.
- Static or Dynamic rotation map.
- Hit / Damage Effect.
- World map and Mini map
- Panel info.
- RealTime and Picture Render Mode.
- Support custom map masks. 
- Create Waypoints / Icons easy in runtime.
- Panning Tweening.
- Zoom In and Out.
- Easy to use (Drag and Drop).
- Customize icon color, size, sprite etc.
- Animated Icons.
- Zoom Levels.
- Buttons items.
- Automatic bounds calculation.
- Clean code - C#.
- Well commented.

Get Started:

 

 

For create a new item in scene runtime:

- From a script in scene, just create a new 'bl_MMItemInfo' with info of new item and send to bl_MiniMap to create,like this:
 
//function called for create new item void CreateItem() { //position where instantiate item, you can use a reference position of scene Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray,out hit)) { Debug.DrawLine(ray.origin, hit.point,Color.red); Debug.Log(hit.point); //Send info to bl_MiniMap for create item / icon bl_MMItemInfo info = new bl_MMItemInfo(hit.point); //If new item is not static (need folow a target) can create like this: // bl_MMItemInfo info = new bl_MMItemInfo(TargetToFollow);//where TargetToFollow is a transform reference //you have more options for customize new items,like this info.Size = 15; info.Color = new Color(1,0,0,1); //see full options in bl_MMItemInfo.cs //Send information to bl_MiniMap MiniMap.CreateNewItem(info);//Where MiniMap is a reference of bl_MiniMap.cs
}

Order to change the Word Map position, you need follow this steps:

If you want hide / show again a icon in the minimap, you can do like this:

public bl_MiniMapItem MMIcon;

For Show:

MMIcon.ShowItem();

For Hide:

MMIcon.HideItem();

Order to destroy a icon you can do like this:

If you want hide / show again a icon in the minimap, you can do like this:

public bl_MiniMapItem MMIcon;
MMIcon.DestroyItem(bool inmediate);

bool inmediate: You want destroy the icon inmediate or wait the setup time before destroy it.

UGUI MiniMap It has two types of mini-rendering: RealTime and Picture Mode.

 

Real Time:

- This mode is more realistic and better resolution also objects to render the map in real time, but even greater cost performance, it is not recommended to use this on mobile platforms.

Picture Mode:

- This mode it much more customizable and very well optimized, uses an image as map reference, this means that only use 1 DrawCall to render the map (excluding icons) is recommended for mobile platforms.

We also recommend you use this when you need to customize the map image, you just need to take a screenshot of the map (below tutorial on how to do) and then you can manipulate this capture as you wish for create minimaps like this: 

Order to use MiniMap in Picture mode, you can do like this:

- If you are using Picture mode, you will need a image of map for render, we include a easy solution for this.
- Go to UGUIMiniMap -> Content -> Prefabs -> Util -> SnapShotCamera.
- Drag this prefab to the scene / map.
- Position the camera so that it covers the entire map and that this as central as possible as seen in this picture:
- Now you can take the snapShot, in the context menu of:
- Now your screenshot will be in Assets\UGUIMiniMap\Content\Art
 

Order to use MiniMap in static / world mode,for render the whole world and not follow the player you can do like this:

Order to show a circle area for a item / icon in the minimap like this:

- If you are using Picture mode, you will need a image of map for render, we include a easy solution for this.
- Go to UGUIMiniMap -> Content -> Prefabs -> Util -> SnapShotCamera.
- Drag this prefab to the scene / map.
- Position the camera so that it covers the entire map and that this as central as possible as seen in this picture:
- Now you can take the snapShot, in the context menu of:
- Now your screenshot will be in Assets\UGUIMiniMap\Content\Art
 

Any problem or question about UGUI MiniMap feel free to contact.

Contact Form:http://www.lovattostudio.com/en/support/

Forum: http://lovattostudio.com/Forum/index.php

Version 1.8
Add: Circle Area for icons.
Add: Now you can setup a circle area for each minimap item configure the radius and color for show in the mini map.
-Fix: Emission color in picture mode.
-Add: MapType (Target and World) options.
-Add: World maptype option for show a static map of whole world.
-Improved: Now icons rotation is correct to the target rotation.
-Add: Global icon size multiplier in bl_MiniMap for change the size of all icon (even in runtime) with a variable.
 
Version 1.7.4
Improved: Now you can change the icons of minimap items in runtime with: bl_MiniMapItem.SetIcon(IconSprite);
Improved: Now you can change the Minimap texture (picture mode) in runtime with: bl_MiniMapUtils.GetMiniMap().SetMapTexture(YourTexture);
Improved: Now you can set target in runtime with: bl_MiniMapUtils.GetMiniMap().SetTarget(Target);
 
Version 1.7
-Add: Drag type RTS the minimap camera.
-Add: Return to the player position (when drag the camera).
-Improved: Now minimap layer can be a custom index in layer list and not requiered only in the 10 index field.
- Added: Change cursor icon when drag camera.
- Added: Custom attribute drawer for bool.
-Improved: Select MiniMap layer with Enum Popup.
-Fix: Terrain asset is missing in example scene.
-Add: bl_MiniMapUtils.GetMiniMap() for access to MiniMap in scene without references.
 
Version 1.6
- Improved: Now you can setup delay time for render the icon in minimap after instance for avoid flickering when have heavy processes on start.
- Improved: Now Minimap take the 'Default Position' on start, you not need setup it each time that edit it.
- Improved: Added fade in effect icons in start.
- Improved: Documentation.
 
Version 1.5
- Add: Panel Info options.
- Add: Level Name Options.
- Add: Hit / Damage Effect.
- Impromoved: UI Graphic.
 
 
Version 1.4
- Add: New function to create items in runtime without references.
- Impromoved: MiniMaps UI examples.
- Added: 30 new icons!
- Fix: Animations Fade.
- Change: Animation to Animator component of icons prefabs.
- Impromoved: Mask Helper now use Image instead of RawImage.
Fix: In some cases minimap not render full level.
 
Version 1.3:
- Fix: When return for wordl map to minimap for firts time, the height cause a bug.
- Impromoved: added tooltip with info to all vars for helper to to understand better.
- Impromoved: UI.
- Added: Video Tutorial.
 
Version 1.2:
- Fix: When border icons for circle miniMap.
- Added: Mask helper: when change of miniMap and wordMap can change the background and mask texture.
-Added: CircleMap example prefab (just for drag).
- Added: Compass clamp circle borders for item icons.
 
Version 1.1.2:
-Fix: PC build compilation problem.
 
Version 1.1:
-Added: Picture Renderer Mode (more optimized than realtime mode)
-Added: 3D Map Mode.
-Added: Word Space bounds.
-Fix: Icons rotation.
-Added: SnapShot Utils.