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Question by 1337GameDev · Feb 05, 2012 at 12:39 AM · cameradisplayminimapfovicons

Minimap camera display size.

I have a problem with a minimap im creating, i have a secondary camera that displays objects for my minimap, but have it only display a "miniMap" layer. I want to be able to show icons for different objects to be represented on the minimap. Right now i want my minimap to cover the whole level, but the camera can only represent a part of it. I tried changing the FOV and clipping planes, but my camera seems to display things very far away, and i cannot get it to view all of my level. My level is 300000 units in size on x and y , and my camera seems to only be able to view in a rectangle. How can i stretch this, and display my entire level (without distortion of icons in level) and also make objects not seem too far away. My icons are above each object i want todisplay, and the objects only show in the main camera, and icons in minimap by culling.

Hopefully this is enough info, if not i can post pictures of my scene.

Anybody have any ideas on this?

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Answer by BigBlob · Feb 05, 2012 at 01:02 AM

You can only make a Square and Circle MiniMap. The easiest map to make is a Square.

So lets get started.

  1. Make a new camera in the scene and call it "MiniMap"

  2. Take a look at the "Normalized View Port Rect"

  3. Set the W and the H to 0.2 or 0.1, your choice.

  4. And then set the Y to 0.8.

  5. Then put a script to the camera called "SmoothFollow"

  6. And then set the Target to your Player

  7. Then change the distance from 1 to 20

  8. And the Distance from 30 to 50, the rest is all 7

  9. Then its your choice to set it Perspective(3D) or Orthographic(2D)

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avatar image 1337GameDev · Feb 05, 2012 at 01:20 AM 0
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This would be great, except my game is an rts. I don't want my $$anonymous$$imal camera to follow the selected unit, but to show the whole battlefield. Yes I know the dimensions of my battlefield.

Is it much more efficient to use the normalization view port to display the camera output, over using a camera rendered guitexture? I use manipulations on a guitexture right now. Does viewport rest use normalization coordinates for screen placement (I'm assu$$anonymous$$g yes), which then it would be a huge pain to work with when animating, and my camera is designed to be square. If need be I can just mask off areas I don't need.

I already searched and found the rpg style follow $$anonymous$$imap topics, but wanted help for an rts. Sorry I wasn't very clear.

avatar image Tasarran · Feb 05, 2012 at 03:34 AM 1
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Easy enough... Just eli$$anonymous$$ate step 5 & 6, and adjust the camera as needed.

I would also suggest that you change the $$anonymous$$imap camera from a Perspective Camera to an Orthographic.

No problem to make the $$anonymous$$imap square, but if you are allowing multiple resolutions, you might have to do some scriptery to make that conform.

avatar image BigBlob · Feb 05, 2012 at 10:54 PM 0
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Thanks Tasarran, I was going to say that.

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