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- π₯ Discord: π https://discord.gg/2D36VUmsYN
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π§ Drop In a Complete Map System β Minimap, 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 β minimap HUD, compass, fullscreen world map, POIs, player markers, live entity tracking, and fog of war β themeable end to end, and it ships in minutes.
π§© Three Map Displays, One System π§©
Minimap HUD β 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 β 7 shapes, tooltips, even add/remove from code at runtime.
Compass β 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 β 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, B2β¦), and a World βΈ Zone breadcrumb.
Place a marker on the world map β it appears on the minimap and the compass instantly. One data set, three displays, zero sync code.
π¨ 6 Complete Visual Themes π¨
Beautiful results out of the box β one click reskins all three displays at once. Every preset is a ScriptableObject you can duplicate and customize.
DarkBronze β riveted medieval bronze for fantasy worlds.
FieldAtlas β modern military steel & cyan, with the data-rich sub-data bar.
GoldenDark β premium fantasy gold.
GoldenDarkFull β ornate full-chrome gold for high-fantasy UIs.
Minimal β clean, flat, desaturated.
SurvivalTopo β mil-sim olive with tactical grid.
All chrome is drawn procedurally as vectors β recolor everything from a role-based palette, no sprite editing required.
π Why MapGUIPro? π
One Suite, Not Five Assets β 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 β 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 β 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 β the Designer window previews everything live: one-click re-theming, camera yaw simulation, HUD placement on a simulated 1920Γ1080 screen, 16:9 / 4:3 / 1:1 / 21:9 aspect checks, and a per-element color inspector.
Event-Driven & Data-Driven β 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 β Burst-accelerated fog reveal and entity projection (managed fallbacks included), pooled icons, push-based updates instead of per-frame polling.
Cartograph Synergy (optional) β 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 β zero dependency.
β¨ Gameplay Features Players Feel β¨
A full gameplay layer ships on top of the UI:
- POI System β typed categories (icon, color, legend visibility) with discovery by radius, trigger, or API β undiscovered POIs show as mystery β?β markers until found.
- Dyna
Description sourced from the Unity Asset Store listing.