Map GUI Pro - Minimap, Map & Compass OFFICIAL SALE

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🧭 Drop In a Complete Map SystemMinimap, Compass & World Map, All in Sync


Stop pointing a second camera at your scene and calling it a minimap.

Stop stitching three different assets together for minimap, compass, and world map.


MapGUIPro is a complete runtime map navigation suite — minimap HUD, compass, fullscreen world map, POIs, player markers, live entity tracking, and fog of war — themeable end to end, and it ships in minutes.


🧩 Three Map Displays, One System 🧩


Minimap HUD — 7 frame shapes, North-Up or Camera-Relative rotation, zoom and mouse pan with auto return-to-player, live player coordinates, and edge indicators that clamp distant markers to the rim. Orbit buttons dock custom actions around the frame — 7 shapes, tooltips, even add/remove from code at runtime.


Compass — cardinal markers, degree ticks, needle, and POIs projected along a configurable FOV cone with distance labels. The sub-data panel pipes date/time, zone name, or any custom text right under the bar.


Fullscreen Map — windowed or true fullscreen, inertial pan, touch pinch zoom, interactive POIs with hover tooltips, a per-category legend, a coordinate grid with axis headers (A1, B2…), and a World ▸ Zone breadcrumb.


Place a marker on the world map — it appears on the minimap and the compass instantly. One data set, three displays, zero sync code.



🎨 6 Complete Visual Themes 🎨


Beautiful results out of the box — one click reskins all three displays at once. Every preset is a ScriptableObject you can duplicate and customize.


DarkBronze — riveted medieval bronze for fantasy worlds.

FieldAtlas — modern military steel & cyan, with the data-rich sub-data bar.

GoldenDark — premium fantasy gold.

GoldenDarkFull — ornate full-chrome gold for high-fantasy UIs.

Minimal — clean, flat, desaturated.

SurvivalTopo — mil-sim olive with tactical grid.


All chrome is drawn procedurally as vectors — recolor everything from a role-based palette, no sprite editing required.



🚀 Why MapGUIPro? 🚀


One Suite, Not Five Assets — The market is split into silos: a minimap here, a compass there, a map screen somewhere else. MapGUIPro unifies all three in one coherent, consistently themed system.


100% UI Toolkit — UXML + USS + procedural vector rendering. Crisp at any resolution, render-pipeline-agnostic, future-proof. Rare on the Asset Store, where most map assets still ship legacy sprite-based uGUI.


No Second Camera — maps are textures (hand-made, baked, or generated by Cartograph), projected and styled in UI. No render-texture camera silently eating frame time every update.


Design in the Editor, Not in Play Mode — the Designer window previews everything live: one-click re-theming, camera yaw simulation, HUD placement on a simulated 1920×1080 screen, 16:9 / 4:3 / 1:1 / 21:9 aspect checks, and a per-element color inspector.


Event-Driven & Data-Driven — 12 decoupled event buses, every feature configured through ScriptableObjects, and a code generator that writes typed event hubs for your custom buttons.


Performance That Scales — Burst-accelerated fog reveal and entity projection (managed fallbacks included), pooled icons, push-based updates instead of per-frame polling.


Cartograph Synergy (optional) — with Cartograph installed, map textures load straight from its registry, maps auto-swap on zone entry, and interiors get multi-floor plans with a floor switcher. Fully standalone otherwise — zero dependency.



Gameplay Features Players Feel


A full gameplay layer ships on top of the UI:

  • POI System — typed categories (icon, color, legend visibility) with discovery by radius, trigger, or API — undiscovered POIs show as mystery “?” markers until found.
  • Dynamic POI States — flip any POI between custom states at runtime (Open / Closed / Out of stock…) with badges and custom tooltip fields.
  • User Markers — players right-click to place, rename, drag, and delete their own markers, with the icon sets and palettes you define. Marker limits, JSON persistence, per-map scoping.
  • Entity Tracking — track the player, NPCs, allies, enemies, or vehicles via a drop-in component or interface; filter by category, cull off-map entities, list them in the legend.
  • Fog of War — radius reveal around the player or authored region/polygon reveals, edge softness, per-zone persistence, on the fullscreen map and the minimap (experimental — API may evolve before v1.1).
  • Regions & Zones — draw regions with polygon / circle / rect tools or auto-generate them via flood fill; banners update live as players cross borders, and zones carry their own maps and fog state.
  • Map Transitions — smooth animated transitions when switching maps, zones, or floors.

🎮 Made for All Genres 🎮

  • RPG / Adventure — golden parchment themes, POI discovery, named player markers.
  • Dungeon Crawler — interior floor plans with multi-floor switching (with Cartograph).
  • Survival / Open-World — fog of war, entity tracking, SurvivalTopo tactical grid.
  • Strategy / 4X — grid overlay with axis headers, zone maps, category legends.
  • Sci-Fi / Modern — FieldAtlas steel-and-cyan HUD or the clean Minimal theme.
  • Horror / Dark — dark chrome and fog-heavy slow reveals.
  • Mobile / Casual — touch pinch zoom and lightweight vector UI.

📦 What's in the Box 📦

  • 3 synced runtime displays: minimap, compass, fullscreen map.
  • 6 visual themes — 35 preset & config ScriptableObjects across all surfaces.
  • 18 drop-in prefabs — the three surfaces, fog of war, baked map source, compass controller, and 12 pre-wired managers.
  • The MapGUIPro Designer editor window with live previews, placement simulator, color inspector, and region tools.
  • 8 sample scenes covering every major feature + 3 optional integration sample packs (Cartograph, ManagersLoader, both combined).
  • 12 illustrated PDF guides covering setup, architecture, editor windows, runtime API, events, and integrations.
  • 268 NUnit tests shipped with the source.
  • Welcome, Examples, and Documentation windows for instant onboarding.

⚙️ Requirements ⚙️

Unity 2022.3 LTS or newer (including Unity 6). Built-in / URP / HDRP all supported — the entire UI runs on UI Toolkit, render-pipeline-agnostic by design (demo materials auto-convert to your pipeline).


📄 Third-Party Content 📄

Asset uses bundled open-source fonts under the SIL Open Font License 1.1 and the Apache License 2.0; see Third-Party Notices.txt file in package for details.


🛠️ We also offer other quality & productivity tools for Minimaps, Cinematic Cameras, Manager Initialization, Radial Menus, and more.