A Different way to Make a Map in Unity

Поділитися
Вставка
  • Опубліковано 11 вер 2024

КОМЕНТАРІ • 29

  • @FistFullofShrimp
    @FistFullofShrimp Рік тому +3

    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! 🍤🍤🍤

    • @VRwithAndrew
      @VRwithAndrew  Рік тому

      Oh, thank you! There's so much more to come. :)

  • @ChristopherCricketWallace
    @ChristopherCricketWallace Рік тому +1

    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.

    • @VRwithAndrew
      @VRwithAndrew  Рік тому

      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.

  • @konzeptzwei
    @konzeptzwei Рік тому +1

    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!

    • @VRwithAndrew
      @VRwithAndrew  Рік тому +1

      What a coincidence? Happy to help!

    • @konzeptzwei
      @konzeptzwei Рік тому

      @@VRwithAndrew one more thing. How would I get the rotation of the world object and translate it into rotation of the Map Image?

    • @konzeptzwei
      @konzeptzwei Рік тому

      @@VRwithAndrew I solved it myself: put that in the Update function: imageTransform.rotation = Quaternion.Euler(0f, 0f, -worldTransform.rotation.eulerAngles.y);

  • @skippy5652
    @skippy5652 Рік тому +1

    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?

    • @VRwithAndrew
      @VRwithAndrew  Рік тому +1

      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.

  • @MarekNijaki
    @MarekNijaki 8 місяців тому

    Great video

  • @TheStigChristensen
    @TheStigChristensen Рік тому

    Excellent tip, thank you very much!

  • @Sail_VR
    @Sail_VR Рік тому

    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?

    • @VRwithAndrew
      @VRwithAndrew  Рік тому

      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.

  • @Criss10_
    @Criss10_ 10 місяців тому

    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

  • @vaibhavjaiswal799
    @vaibhavjaiswal799 8 місяців тому

    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

    • @VRwithAndrew
      @VRwithAndrew  8 місяців тому

      Yeah, and I do use a static texture for the final example

  • @anonymoussloth6687
    @anonymoussloth6687 Рік тому +1

    How can we use this for non rectangular and more generic maps?

    • @habibyahya788
      @habibyahya788 Рік тому

      just treat them as rectangle

    • @habibyahya788
      @habibyahya788 Рік тому

      because all image in UI is calculated as rectangle in the Rect Transform

    • @anonymoussloth6687
      @anonymoussloth6687 Рік тому

      @@habibyahya788 no. I mean if the map itself isn't a rectangle like in many fps games. This wouldn't work there right?

    • @habibyahya788
      @habibyahya788 Рік тому

      @@anonymoussloth6687 it will still work mate. you just have to treat it as a rectangle (the bounding box of your irregular shaped map)

    • @habibyahya788
      @habibyahya788 Рік тому

      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

  • @aaronsharp5512
    @aaronsharp5512 Рік тому

    Are you making a game that requires a minimap… 👀!!

    • @VRwithAndrew
      @VRwithAndrew  Рік тому

      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.