Super clean video and great coverage of mini-maps! I was excited to see what you'd cook up with the new direction, and it's incredibly impressive! Keep killing it Sir Andrew! 🍤🍤🍤
Thanks for making this. It's REALLY helpful to see other ways of doing common things AND having comentary on the pros and cons. Everything is a tradeoff. I would have liked to see you use the mini-map on a larger world and show it working for something on the scale of a some of those examples you flashed in the beginning. And/OR have multiple items being tracked on the map----some moving---some stationary.
Much appreciated! At the end, I kinda touch on this since the examples at the beginning are just static maps textures below, either dynamic or static images. Kyle's icon is still dynamic since it follows him, and the house icon is static. However, based on my understanding, my examples aren't really minimaps since the visible area stays the same based on Kyle's position. The maps I built show Kyle's position within the world's bounds, much like the example games at the beginning. You'd just switch out Kyle for the player. A minimap can be done using this method, and I made one while developing the initial project. However, it was out of scope for the video since minimaps move and rotate the world around the player. These examples are much easier since we're just moving a single image.
@@VRwithAndrew I solved it myself: put that in the Update function: imageTransform.rotation = Quaternion.Euler(0f, 0f, -worldTransform.rotation.eulerAngles.y);
That's an interesting idea. That would mean you could use the feature regardless of whether the player is desktop, mobile or VR. How well would this work with Unity's Subscenes?
It depends. They'll be fine if the additive scenes are stacked on one another. But if they're being used as cells for a huge area. You need bounds for each cell and store additional information on how that cell relates the rest of the world.
We used a similar approach when building the Sail VR map but the issue we have run into is scale. For example we sized up the island graphics so they were more visible to the player but then the position of the player was incorrect compared to the scale of the islands map. Make sense? Any thoughts how to fix that? Like maybe creating a zoom in function?
I considered making a point about zooming since it was also something I considered during the development process. There are a few ways of going about it, but you can simply scale up the rect transform for the static image. If the icon is not childed, it won't scale and maintain the correct position.
kinda hard to explain it without image. but you just have to imagine that your map is still a rectangle with a thick wall that the inner shape of the wall made your irregular shape
Ahaha, this is actually an idea I had years and years ago that I used for a project back in 2021. So, thought I'd finally get around to making a video on it.
Super clean video and great coverage of mini-maps! I was excited to see what you'd cook up with the new direction, and it's incredibly impressive! Keep killing it Sir Andrew! 🍤🍤🍤
Oh, thank you! There's so much more to come. :)
Thanks for making this. It's REALLY helpful to see other ways of doing common things AND having comentary on the pros and cons. Everything is a tradeoff.
I would have liked to see you use the mini-map on a larger world and show it working for something on the scale of a some of those examples you flashed in the beginning. And/OR have multiple items being tracked on the map----some moving---some stationary.
Much appreciated! At the end, I kinda touch on this since the examples at the beginning are just static maps textures below, either dynamic or static images. Kyle's icon is still dynamic since it follows him, and the house icon is static.
However, based on my understanding, my examples aren't really minimaps since the visible area stays the same based on Kyle's position. The maps I built show Kyle's position within the world's bounds, much like the example games at the beginning. You'd just switch out Kyle for the player.
A minimap can be done using this method, and I made one while developing the initial project. However, it was out of scope for the video since minimaps move and rotate the world around the player. These examples are much easier since we're just moving a single image.
Are you living in my head? I just had the same problem and couldn't find out to utilize the UI instead of the "old-fashioned" way. Thank you so much!
What a coincidence? Happy to help!
@@VRwithAndrew one more thing. How would I get the rotation of the world object and translate it into rotation of the Map Image?
@@VRwithAndrew I solved it myself: put that in the Update function: imageTransform.rotation = Quaternion.Euler(0f, 0f, -worldTransform.rotation.eulerAngles.y);
That's an interesting idea. That would mean you could use the feature regardless of whether the player is desktop, mobile or VR.
How well would this work with Unity's Subscenes?
It depends. They'll be fine if the additive scenes are stacked on one another. But if they're being used as cells for a huge area. You need bounds for each cell and store additional information on how that cell relates the rest of the world.
Great video
Much appreciated, Marek
Excellent tip, thank you very much!
Happy to help!
We used a similar approach when building the Sail VR map but the issue we have run into is scale. For example we sized up the island graphics so they were more visible to the player but then the position of the player was incorrect compared to the scale of the islands map. Make sense? Any thoughts how to fix that? Like maybe creating a zoom in function?
I considered making a point about zooming since it was also something I considered during the development process. There are a few ways of going about it, but you can simply scale up the rect transform for the static image. If the icon is not childed, it won't scale and maintain the correct position.
Hi, sorry to bother you, but the character on the map moves too slowly, how could I make it go faster? Thank you very much
will this approach is good for a open world type game and why you still using render texture, isn't it increase the camera processing
Yeah, and I do use a static texture for the final example
How can we use this for non rectangular and more generic maps?
just treat them as rectangle
because all image in UI is calculated as rectangle in the Rect Transform
@@habibyahya788 no. I mean if the map itself isn't a rectangle like in many fps games. This wouldn't work there right?
@@anonymoussloth6687 it will still work mate. you just have to treat it as a rectangle (the bounding box of your irregular shaped map)
kinda hard to explain it without image. but you just have to imagine that your map is still a rectangle with a thick wall that the inner shape of the wall made your irregular shape
Are you making a game that requires a minimap… 👀!!
Ahaha, this is actually an idea I had years and years ago that I used for a project back in 2021. So, thought I'd finally get around to making a video on it.