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.
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