Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Andyzano · Jun 04, 2014 at 05:16 PM · guidynamicminimapwaypointsreal-time

Best way to make a dynamic altimetric minimap?

Hello,

I have a question that probably isn't easy. I'm making a racing game and I wanted to implement a different kind of minimap. Instead of the usual one, who's often just a masked ortographic camera from above, I wanted to make something similar to what Pro Cycling Manager does (you can check a random video on youtube, or a screen here). As you can see, we're talking about about an altimetric map where one or more icons, representing the characters move on the map's X and Y along with the character progressing on the stage.

The problem is that my game is also in full 3D, so my character is not going to move just on the x axis, of course. I'm trying to figure out a method, I even checked popular 3rd party plugins like KGF Map System and NJG Minimap but I couldn't find a solution.

My guess is that I have to put a lot of invisible waypoints along the road, and once the player gets there his position is updated on the small map. The problem is that I can't grasp the way or the code to write to make this "update", I mean, it can't be a texture swap for every move you make or it wouldn't be any smooth of course.

Thanks a lot if you can help me.

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image nastasache · Jun 05, 2014 at 10:32 AM 0
Share

I think a solution may be to create a $$anonymous$$i-world at low resolution (eventually wired semi-transparent terrain), with simple objects (ie cubes) reproducing the players position (x,y,z) at some scale, then looking to this $$anonymous$$i-world with a second camera; that way you can rotate the second camera looking from any direction you wish (from right, for example, as in screen you provided);

avatar image Andyzano · Jun 05, 2014 at 03:07 PM 0
Share

thanks for the suggestion. It seems quite complex as basically I'd have to recreate the world in scale, but if there's no other option I'll do it. If I use simple objects like cubes though, wouldn't the $$anonymous$$imap look weird?

The real problem is that I can't just reproduce the player's position at some scale, as the $$anonymous$$imap is "2Dish" while my character's movements are basically everywhere along the route... this means that for example he could be going for a while on the Z, and he is advancing on the track, but you wouldn't be able to let it be seen on the map. That's why the only way, to me, seems to use waypoints to update the player's position on the map. I'm just trying to find a way to make it "smooth" but I'm starting to suspect that actually, even in cycling manager, they simply make tons and tons of waypoints and that's it - seems strange though. If I misunderstood your post, sorry!

btw I'm not sure what you meant with "that way you can rotate the second camera looking from any direction you wish" -> you mean that I'd look at the $$anonymous$$i world from his "profile" view?

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

24 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

GUI LABEL behind viewport rect of mini map? 1 Answer

How do I make a round minimap? 2 Answers

Raycast through rendertexture gui minimap 0 Answers

Will this work for making a dynamic GUI you can edit in Unity? 1 Answer

Script loads font, how do I change the color? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges