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Package details
- Latest version
- 1.5.0
- Last updated
- First released
- Unity version
- 6000.0.77 or later
- Package size
- 263 KB
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- 69
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Keywords
Off-Screen & Compass Tape Target Indicators
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Create high-performance off-screen and compass tape indicators. Optimized for Unity 6+ (BiRP/URP/HDRP) with zero allocations.
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Last 6 months
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Off-Screen & Compass Tape Target Indicators screenshot 1
About this asset
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Dependencies
- Unity 6000.0 or newer
- com.unity.inputsystem 1.14.0 or newer for samples
- com.unity.ugui 2.0.0 or newer for samples
Target Indicators is a production-ready system for tracking world-space objects on your UI. Built for Unity 6, it handles the complex screen-space math for off-screen arrows, quest waypoints, and compass tapes.
This system is built for performance first. It features a strict zero-allocation update loop, making it safe for tight mobile constraints and high-end PC/Console titles without eating into your frame budget.
Key Features:
- AI Agent Ready: Includes an Agent Skill that teaches AI coding agents how to set up and troubleshoot target indicators, so they finish tasks faster, use fewer tokens, and follow the package's recommended setup.
- Zero Garbage Collection: No heap allocations after initialization. Passes memory-safe buffers via ReadOnlySpan<T> to completely avoid garbage collection overhead in hot paths.
- Highly Configurable: Includes multiple boundary types (Padded, Absolute, Unbounded, Compass Tape), configurable clamping shapes (Rectangle, Ellipse), and target distances.
- Smart "Look-At" Thresholds: Dynamically trigger UI elements, like fading distance labels when the player looks directly at a target.
- In-Editor Boundary Visualizers: See exactly where your UI boundaries will clamp directly in the Scene view for fast, visual iteration.
- Multi-Layered Boundaries: Run multiple boundary systems simultaneously. Clamp enemy indicators to an elliptical boundary, quest markers to a padded rectangle, and waypoints to a compass tape with completely independent settings.
- Instant Iteration: Fully supports Unity's Fast Enter Play Mode (No Domain Reload on Enter Play).
- Blazing Fast: Does not use Object.Find or GetComponent at runtime.
- Render Pipeline Agnostic: Works perfectly with URP, HDRP, and Built-in.
- UI Agnostic: Completely decoupled from the rendering method. Use standard Unity UI, UI Toolkit, or any third-party UI solution.
- XR Ready: Full support for VR/AR Head Mounted Displays.
Includes:
- Clean, commented C# source code.
- Prebuilt UI prefabs and managers for drag-and-drop integration.
- Sample scenes demonstrating padded boundaries, compass tapes, and multi-category setups.
Note: Compass Tape features provide coordinate logic; UI art assets for the compass bar are not included.
From the publisher's Asset Store listing.
Technical details
- Performance: Strict zero-allocation update loops. Passes memory-safe buffers via ReadOnlySpan<T> to eliminate GC pressure.
- Optimization: Zero reliance on Object.Find, FindObjectsOfType, or GetComponent at runtime.
- Architecture: Event-driven design with completely decoupled math and rendering logic. Uses lightweight structs for all data payloads.
- UI Compatibility: Agnostic architecture; works natively with standard uGUI, UI Toolkit, or custom third-party UI solutions.
- Render Pipelines: Fully compatible with Built-in, URP, and HDRP.
- Platform Support: Supports traditional displays and XR Head Mounted Displays (XR).
- Workflow: Fully supports Unity's Fast Enter Play Mode (Domain Reloading disabled) for rapid iteration.
- Configuration: All settings including boundary shapes, padding sizes, "Look-At" thresholds and more are fully configurable at both edit and runtime.
- Starter Assets: Includes clean, minimal sample scenes and drag-and-drop prefabs to demonstrate implementation without project bloat.
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.0.77f1 | Compatible | Compatible | Compatible |
As listed on the Asset Store.