Add a complete map system to any Unity game — minimap, compass, fullscreen map, POIs, player markers, entity tracking, fog of war. 6 themes, 100% UI Toolkit, live in-editor designer.The runtime UI is 100% UI Toolkit, drawn by Unity's UI renderer, so Built-in, URP and HDRP behave identically. No render pipeline package required.Only the sample scenes use Built-in Standard materials. In URP/HDRP run Tools > AnkleBreaker > MapGuiPro > Material Converter once.💬 Join the AnkleBreaker Community! 💬Got a question, feedback, or a feature you'd love to see? Join our Discord, we actively improve our assets based on your input, it's where we drop our latest announcements and run giveaways.👥 Discord: 👉 https://discord.gg/2D36VUmsYN🌐 Website: 👉https://anklebreaker-consulting.com/fr🧭 Drop In a Complete Map System — Minimap, Compass & World Map, All in SyncStop pointing a second camera at your scene and calling it a minimap.Stop stitching three different assets together for minimap, compass, and world map.MapGUIPro is a complete runtime map navigation suite — minimap HUD, compass, fullscreen world map, POIs, player markers, live entity tracking, and fog of war — themeable end to end, and it ships in minutes.🧩 Three Map Displays, One System 🧩Minimap HUD — 7 frame shapes, North-Up or Camera-Relative rotation, zoom and mouse pan with auto return-to-player, live player coordinates, and edge indicators that clamp distant markers to the rim. Orbit buttons dock custom actions around the frame — 7 shapes, tooltips, even add/remove from code at runtime.Compass — cardinal markers, degree ticks, needle, and POIs projected along a configurable FOV cone with distance labels. The sub-data panel pipes date/time, zone name, or any custom text right under the bar.Fullscreen Map — windowed or true fullscreen, inertial pan, touch pinch zoom, interactive POIs with hover tooltips, a per-category legend, a coordinate grid with axis headers (A1, B2…), and a World ▸ Zone breadcrumb.Place a marker on the world map — it appears on the minimap and the compass instantly. One data set, three displays, zero sync code.🎨 6 Complete Visual Themes 🎨Beautiful results out of the box — one click reskins all three displays at once. Every preset is a ScriptableObject you can duplicate and customize.DarkBronze — riveted medieval bronze for fantasy worlds.FieldAtlas — modern military steel & cyan, with the data-rich sub-data bar.GoldenDark — premium fantasy gold.GoldenDarkFull — ornate full-chrome gold for high-fantasy UIs.Minimal — clean, flat, desaturated.SurvivalTopo — mil-sim olive with tactical grid.All chrome is drawn procedurally as vectors — recolor everything from a role-based palette, no sprite editing required.🚀 Why MapGUIPro? 🚀One Suite, Not Five Assets — The market is split into silos: a minimap here, a compass there, a map screen somewhere else. MapGUIPro unifies all three in one coherent, consistently themed system.100% UI Toolkit — UXML + USS + procedural vector rendering. Crisp at any resolution, render-pipeline-agnostic, future-proof. Rare on the Asset Store, where most map assets still ship legacy sprite-based uGUI.No Second Camera — maps are textures (hand-made, baked, or generated by Cartograph), projected and styled in UI. No render-texture camera silently eating frame time every update.Design in the Editor, Not in Play Mode — the Designer window previews everything live: one-click re-theming, camera yaw simulation, HUD placement on a simulated 1920×1080 screen, 16:9 / 4:3 / 1:1 / 21:9 aspect checks, and a per-element color inspector.Event-Driven & Data-Driven — 12 decoupled event buses, every feature configured through ScriptableObjects, and a code generator that writes typed event hubs for your custom buttons.Performance That Scales — Burst-accelerated fog reveal and entity projection (managed fallbacks included), pooled icons, push-based updates instead of per-frame polling.Cartograph Synergy (optional) — with Cartograph installed, map textures load straight from its registry, maps auto-swap on zone entry, and interiors get multi-floor plans with a floor switcher. Fully standalone otherwise — zero dependency.✨ Gameplay Features Players Feel ✨A full gameplay layer ships on top of the UI:POI System — typed categories (icon, color, legend visibility) with discovery by radius, trigger, or API — undiscovered POIs show as mystery “?” markers until found.Dynamic POI States — flip any POI between custom states at runtime (Open / Closed / Out of stock…) with badges and custom tooltip fields.User Markers — players right-click to place, rename, drag, and delete their own markers, with the icon sets and palettes you define. Marker limits, JSON persistence, per-map scoping.Entity Tracking — track the player, NPCs, allies, enemies, or vehicles via a drop-in component or interface; filter by category, cull off-map entities, list them in the legend.Fog of War — radius reveal around the player or authored region/polygon reveals, edge softness, per-zone persistence, on the fullscreen map and the minimap (experimental — API may evolve before v1.1).Regions & Zones — draw regions with polygon / circle / rect tools or auto-generate them via flood fill; banners update live as players cross borders, and zones carry their own maps and fog state.Map Transitions — smooth animated transitions when switching maps, zones, or floors.🎮 Made for All Genres 🎮RPG / Adventure — golden parchment themes, POI discovery, named player markers.Dungeon Crawler — interior floor plans with multi-floor switching (with Cartograph).Survival / Open-World — fog of war, entity tracking, SurvivalTopo tactical grid.Strategy / 4X — grid overlay with axis headers, zone maps, category legends.Sci-Fi / Modern — FieldAtlas steel-and-cyan HUD or the clean Minimal theme.Horror / Dark — dark chrome and fog-heavy slow reveals.Mobile / Casual — touch pinch zoom and lightweight vector UI.📦 What's in the Box 📦3 synced runtime displays: minimap, compass, fullscreen map.6 visual themes — 35 preset & config ScriptableObjects across all surfaces.18 drop-in prefabs — the three surfaces, fog of war, baked map source, compass controller, and 12 pre-wired managers.The MapGUIPro Designer editor window with live previews, placement simulator, color inspector, and region tools.8 sample scenes covering every major feature + 3 optional integration sample packs (Cartograph, ManagersLoader, both combined).12 illustrated PDF guides covering setup, architecture, editor windows, runtime API, events, and integrations.268 NUnit tests shipped with the source.Welcome, Examples, and Documentation windows for instant onboarding.⚙️ Requirements ⚙️Unity 2022.3 LTS or newer (including Unity 6). Built-in / URP / HDRP all supported — the entire UI runs on UI Toolkit, render-pipeline-agnostic by design (demo materials auto-convert to your pipeline).📄 Third-Party Content 📄Asset uses bundled open-source fonts under the SIL Open Font License 1.1 and the Apache License 2.0; see Third-Party Notices.txt file in package for details.🛠️ We also offer other quality & productivity tools for Minimaps, Cinematic Cameras, Manager Initialization, Radial Menus, and more.Unity version: 2022.3 LTS and newer (including Unity 6)Render pipelines: Any (Built-in, URP, HDRP) — all UI is UI Toolkit (render-pipeline-agnostic); sample materials auto-convert via the included Material ConverterRuntime displays: 3 (Minimap, Compass, Fullscreen Map) backed by 13 feature modules (Core, Minimap, Compass, FullscreenMap, MapDisplay, Markers, EntityTracking, FogOfWar, PlayerIndicator, PlayerTracking, RegionDetection, MapTransitions, MaterialConverter)Fog of war is experimental: feature-complete, but the API may change before v1.1.Cartograph-powered features (registry-driven map textures, auto map swap on zone entry, multi-floor interiors with floor switcher) require the separate Cartograph asset — auto-detected via scripting define, zero cost when absent. Everything else is fully standalone.Third-party content: font software only — 8 .ttf files across 5 families (Barlow Condensed, Cinzel, IM FELL English, JetBrains Mono under SIL Open Font License 1.1; Roboto Slab under Apache License 2.0), redistributed unmodified, full license texts included; see Third-Party Notices.txt at the package root. No third-party code, models, audio or video.A Dependencies Installer popup shows up on import to install dependencies in one click. Dependencies:Required: AnkleBreaker Core (Free - github package auto-installed via our the Dependencies Installer window)Optional & Compatible, auto-detected with managed fallbacks: Burst, Collections, Mathematics (faster fog reveal and entity projection), Input System (legacy Input Manager supported by default); Cartograph and ManagersLoader integrations via scripting definesUI framework: 100% UI Toolkit at runtime (UXML + USS + UIDocument), procedural vector chrome via Painter2D — no per-theme sprite atlasesAssembly definitions: 56 asmdef (split per module and per optional bridge, plus Editor and Tests sub-assemblies)Namespace: AnkleBreaker.MapGuiPro (root, with per-module sub-namespaces: .Core, .Minimap, .Compass, .FullscreenMap, .Markers, .EntityTracking, .FogOfWar, .MapDisplay, .RegionDetection, .MapTransitions, .PlayerIndicator, .PlayerTracking, .MaterialConverter)Visual themes: 6 (DarkBronze, FieldAtlas, GoldenDark, GoldenDarkFull, Minimal, SurvivalTopo) — 35 preset/config ScriptableObjects across minimap, compass, fullscreen map, and player indicatorMinimap frame shapes: 7 (Hexagon, Round, Square, Octagon, Diamond, Pentagon, Rounded Square) · Orbit button shapes: 7 · Player indicator modes: 3 (Arrow, Static, Dot) + optional FOV cone and pulseDrop-in prefabs: 18 (MapGuiProMinimap, MapGuiProCompass, MapGuiProFullscreenMap, MapGuiProFogOfWar, MapGuiProBakedMapSource, 12 manager prefabs, compass controller)Custom shader: 1 (fog-of-war overlay)Burst-compiled jobs: fog reveal kernel + entity world-to-screen projection (enabled when Burst/Collections/Mathematics are installed; managed fallback otherwise)Runtime scripts: ~311 C# files · Editor scripts: ~245 C# files (Designer window, preset tooling, button codegen, integration detectors, installers)Runtime API: 12 HandlerData event buses (Minimap, Compass, FullscreenMap, MapDisplay, MapTitle, Markers, EntityTracking, FogOfWar, PlayerTracking, PlayerIndicator, RegionDetection, MapTransitions — plus 2 Cartograph-bridge buses, Floor and RuntimeGeneration, when Cartograph is installed) using OnXxxRequested / OnXxxChanged event pairs; extension interfaces IMapTrackable, IMapBackgroundProvider, ICompassRenderer, IUserMarkerStore, IFogOfWarStore; editor codegen generates typed HandlerData + Dispatcher classes for custom buttonsPersistence: user markers to JSON (via IUserMarkerStore) + opt-in per-zone fog-of-war persistence (via IFogOfWarStore)Editor window menu: Tools → AnkleBreaker → MapGuiPro → Designer (plus Welcome, Examples, and Documentation windows, and a Diagnostics status menu)Sample scenes: 8 (01_MapBasics, 02_EntityTracking, 03_FogOfWar, 04_FogRegions, 05_POIStates, 06_CustomTooltips, 07_CustomButtons, 08_CompassSubData) + 3 optional sample packs (Cartograph, ManagersLoader, ManagersLoader+Cartograph) shipped as separate .unitypackage filesUnit tests: 268 (NUnit, EditMode — across 7 test assemblies: MapDisplay, EditorWindow, EntityTracking, FogOfWar, Markers, PlayerIndicator, RegionDetection)Documentation: 12 illustrated PDF guides (index, get started, architecture, editor windows, runtime, 3 compatibility guides, 4 event references)Generative AI was used for one category of asset in this package: the terrain surface textures used by the sample scenes (Grass_Lush, Rock_Cliff, Rock_Slate, Sand_Beach — Albedo, Normal and ambient-occlusion maps, under 3-Examples/4-Textures/Terrain/).Tool used: Google generative AI image tooling.Modifications applied by AnkleBreaker Studio: the generated images were edited in Adobe Photoshop and derived into the Albedo / Normal / ambient-occlusion map set required by Unity terrain layers, then imported and configured as terrain layer assets for the sample terrain.These textures are demo-scene dressing. No runtime feature of Map GUI Pro depends on them, and they are not part of the product's core value: the asset is a runtime map GUI system whose entire runtime is UI Toolkit code, prefabs and ScriptableObjects authored by hand.No other asset in the package was generated with AI. All source code, editor tooling, prefabs, ScriptableObjects, UXML/USS documents, UI sprites, marker icons, map textures and the 12 PDF documentation guides were authored directly by AnkleBreaker Studio.





