Quick Minimap Pro
Krykftn | Advanced Editor Tools & Systems
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A minimap with proven geometry. One-click rig, north-up or rotating, icons clamped to the edge at their true bearing, click-to-world by exact inverse projection, and fog of war with measured coverage.Built-in, URP and HDRP. The map is a second camera rendering into a RenderTexture shown on a uGUI panel, so no renderer feature or custom pass is needed. The demo town ships on Built-in's Standard shader; an editor script moves only those materials to the active pipeline's lit shader, and the demo was rendered in URP and HDRP with no pink pixels. Needs uGUI; a Setup window installs it if missing.Quick Minimap Pro is a minimap whose geometry is proven, not eyeballed. The projection from world to map pixels is one pure function, its inverse is exact, and both are pinned by tests with hand-computed points - so where an icon sits, what a click means, and where the edge is can never disagree with what the camera shows.ONE-CLICK RIGTools > Quick Minimap Pro > Add Minimap To Scene builds everything: a top-down camera into a RenderTexture, a circular or rectangular panel, an icon layer, a target marker and a fog overlay. Assign your player and you have a working minimap.TWO MODES, ZOOM, FOLLOW OR FIXEDNorth-up, or rotating so the player's heading points up. Zoom from code or hotkeys. Follow the target, or watch a fixed area of the world.ICONS THAT TELL THE TRUTHAdd a MinimapIcon component to anything. The view projects it every frame with the same math the camera uses. Off-map icons either clamp to the edge at their exact bearing - verified against a 3-4-5 triangle, direction preserved to a millionth of a radian - or hide entirely. They never lie about direction.CLICK-TO-WORLDA map click runs the exact inverse projection. One line gives you move-to-click: OnMapClicked = world => agent.SetDestination(world). Verified by inverting 2000 random points, rotated and zoomed, with sub-millimeter worst-case error.FOG OF WAR YOU CAN MEASUREA serializable grid the revealer clears as it moves, covering whatever square of the world you set - your whole level, not just what the map window shows. Coverage is a real number your HUD can show - "explored: 51.6%" - and a test confirms a radius-10 reveal clears exactly the cells the circle equation predicts: 316 on a 1-unit grid. The grid round-trips through JSON with your save system.IMPORT-SAFE INTO ANY PROJECTThe asset needs uGUI (which ships with Unity). If uGUI is missing, the assemblies gate themselves off - zero compile errors - and a dependency-free Setup window offers the one-click install. Both project shapes are verified headlessly.THE DEMOTools > Quick Minimap Pro > Build Demo Scene: a little town, a patrolling explorer you can take over with WASD, chests pinned to the map rim, enemies that hide when out of range, M to toggle rotating mode, +/- to zoom, and a live explored-percentage readout as the fog clears.HONEST LIMITSThe map is a ground-plane projection: world Y is ignored by design, so multi-floor interiors need one view per floor. The fog is coverage, not line of sight - walls do not block revealing - and ground outside the fog area you set stays fogged; the console says so if the player walks out of it. These limits are in the README, not waiting in your reviews.WHAT IS IN THE PACKAGEFull C# source. Runtime with no dependencies beyond uGUI, works on Built-in, URP and HDRP. Rig builder, demo scene builder, Setup window, README and CHANGELOG.Features:• One-click rig: a top-down map camera into a RenderTexture, a circular or rectangular uGUI panel, an icon layer, a target marker and a fog overlay, added as one Undo step• North-up or rotating mode, zoom from code or hotkeys, follow a target or watch a fixed area• MinimapIcon component: icons are projected with the camera's own math; off-map icons clamp to the edge at their exact bearing or hide• Click-to-world: OnMapClicked hands you the world point through the exact inverse projection• Fog of war on a serializable grid, with a Coverage value your HUD can show; Area Half Extent and Area Center make it cover your whole level• The fog grid round-trips through JSON with your own save system• Demo scene builder: a town, a patrolling explorer you can take over, chests, enemies, M to rotate, +/- to zoomMeasured on Unity 2022.3 and Unity 6:• A radius-10 reveal clears exactly the 316 cells the circle equation predicts on a 1-unit grid• The cleared patch stays on the ground when the view moves, rotates or zooms• Ground 120 units from the origin, and a level built around (500, 300), are revealed where the player walks• Add Minimap To Scene is undone in one step and marks the scene as changed• The demo runs with 0 errors in a project set to the Input System alone• Imports with 0 compile errors with or without uGUISupported OS: all platforms Unity supportsTechnical notes:• Namespaced under Krykftn.QuickMinimapPro; runtime, editor, setup and sample assemblies separated• Only dependency: uGUI (com.unity.ugui)• Deleting the Samples folder leaves the tool intact• Unity 2022.3 LTS or newerDocumentation: included as README.md and CHANGELOG.mdAI assistance was used while making this package, and here is exactly where.Code: an AI coding assistant helped write and review the C#. The claim the package rests on was pinned by hand rather than assumed: the projection and its inverse were checked against points worked out on paper - east 22.5 units in a 45-extent, 256 px map lands at +64.00 px; a 3-4-5 triangle clamps to radius 100 at exactly (60,80); 2000 random points survive a rotated and zoomed round trip with a worst error of 3.05e-5 units. Forty-two checks run headlessly, each with a negative control that fails when the code is deliberately broken.Text: the README, the documentation and this store description were drafted with AI assistance and then edited by hand for accuracy.Images: no image content is AI generated. The screenshots are real captures of the sample scene running in the Unity Editor. One page carries a drawn diagram of the clamping geometry - that is an illustration of the maths, not a picture of the product, and every figure in it is one of the hand-computed anchors above.Nothing in the package generates content at runtime. It is a camera, a panel and a pure projection function; there are no dependencies beyond uGUI.


