EzMiniMap Pro View on Asset Store (opens in new tab)

Package details

Latest version
1.01
Last updated
First released
Unity version
2018.4.9 or later
Package size
9.7 MB
Files
254
Favorites
37
Views in the past week
11

Price tracking

Last checked
Tracked since
Lowest recorded
$18.00 on

Keywords

EzMiniMap Pro

by Francesco Bizzini (opens in new tab)

1 rating, too few to average

  • Price drop

This tool generates and display an image based Mini Map

Discount -24% Previous price $29.00 Price $22.00

Get 24% off on Asset Store (opens in new tab)

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Price history

Last 6 months

USD
Price history for EzMiniMap Pro, 6 months Current $22.00; lowest $22.00; highest $22.00 in this period. $0 $12.5 $25 Jun Jul Aug Sep Oct Nov

Asset preview

1 / 3

EzMiniMap Pro screenshot 1

EzMiniMap Pro screenshot 1

About this asset

MiniMap is automatically generated using a fully customizable algorithm that renders the scene content.

From the publisher's Asset Store listing.

Technical details

  • Supports any game axis:

2D (Back), Front, Top, Bottom, Right, Left (or custom, through code)

  • Fast GPU operations (optimal Mobile performance)

- DrawMesh() is used to discover the Explore mask

- Standard Canvas or Sprite mask component used to mask map content (shader stencil in Mesh rendering mode)

  • Works on any pipeline (SRP, URP, HDRP)
  • Three rendering modes

- Canvas (Unity UI, best performance with RectMask2D)

- Sprite

- Mesh

  • Both editor and runtime map generation, totally customizable

Editor generation creates an asset (ScriptableObject) that can be assigned to any Map renderer.

Runtime generation might be executed just before game level starts (it takes some milliseconds), leading to two advantages:

- Reduced Build size (very useful on Mobile)

- Perfect for random procedural generated game levels

  • Radar system

Disabling map texture generation will make it work as a simple radar system

  • Explore Mask

- Cover/Discover using any transparent brush texture

- Cover/Discover operations can be done even while Map is hidden

- Camera frustrum discovering (discover what Camera sees, with some 2D limitations)

- Store / Restore (usually for runtime generation)

  • Map Pointer supports breadcrumbs so you can keep track of player’s recent path
  • Map custom overlay elements (markers) can be linked to scene entities and updated at runtime (moving enemies , checkpoints etc..). They can be drawn above or below explore mask.
  • Automatic/Manual Pan and Zoom with smoothing and bound limits
  • Supports map textures split to increase map detail (more DrawCalls)

Limitations

- While map texture can be split to improve detail, Explore Mask is limited to hardware maximum texture resolution cap (even tough 4096x4096 should be enough in most cases)