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Guide to Creating a Functional Minimap
Aug 5, 2024
Notes on Creating a Minimap
Scene Setup
Prepare a scene with the following elements:
Player
Enemies
Walls
Tagging
Add an
Enemy Tag
to all enemy objects.
Minimap Layers
Create
Minimap Layers
for organizing the minimap elements:
Disable the minimap layer from the main camera by updating its
Culling Mask
.
Change the
Environment Layer
appropriately.
UI Setup
Add an
Image
in the corner of the screen for the minimap display.
Add a
Mask Component
to the UI Image.
Add a
Raw Image
as a child of the Image.
Configure the Raw Image as an
Overlay
and set it to fill based on the camera angle.
Camera Configuration
Create a new camera:
Set the camera to
Orthographic
.
Point the camera directly
downward
.
Adjust the camera size as needed.
Modify its
Culling Mask
to only see minimap objects.
Render Texture
Create a
Render Texture
:
Edit the Render Texture as a
Target Texture
in the Secondary Camera.
Sprite Renderer
Add a
Sprite Renderer
to the player object and change its layer.
Add a
Sprite Renderer
to each enemy object and change their layer and tag.
Change the tag of the player object as needed.
Connecting Render Texture
Assign the
Render Texture
as the texture for the previously created Raw Image.
Minimap Script
Create a
Minimap Script
with the following functionalities:
Instantiate a game object for the player.
Use the
Start Method
to find every enemy in the scene.
In the
Update Method
:
Iterate through enemies:
Disable the sprite if the angle between the player's forward vector and the vector to enemy's position exceeds half the camera's angle.
Use
Raycast
to check if enemies are obscured by walls.
Rotate the minimap overlay based on the player's rotation.
Add this script as a component to the minimap camera object.
Conclusion
This process outlines how to create a functional minimap.
For more tutorials, check out my other videos and subscribe!
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