(3D , 2D , PRO) Radar Builder 2022

works from Unity 2017 all the way to Unity 2020 :sunglasses:

AssetStore: PRO Radar Builder


AssetStore: 3D Radar Builder

AssetStore: 2D Radar Builder

You get everything you see and more.

PRO , 3D and 2D Radar Builder are powerful game development tool which allows game developers to quickly and easily create a wide range of radar and tracking systems without ever writing a single line of code

download the FREE UI Target Tracker Radar Builder extension

here : Download Free Full source code included.

Create First person or 3RD person World or screen space Radars , realtime and static Minimaps, Environment re-simulations, Tracking systems with 3D Radars and create minimaps , radars , tracking systems in screen space with 2D Radars.

This setup now actually take 30 seconds because now you just click one button.

Recreating Elite Dangerous style radar without coding ? :hushed:

https://www.youtube.com/watch?v=Y27W78PC-yQ
Tutorial for ALL Radar Builders
https://www.youtube.com/watch?v=k04iUM0JcCQ

PRO Radar Builder

NOTE: Pro Radar Builder is a combination of both the 2D Radar Builder and the 3D Radar Builder.






For 3D Radar Creating the kind of radar systems you see in games like Star Citizen and Elite dangerous are easily created with the system. The creation process couldn’t be easier for creating 2D Radars.

What are some applications of 3D Radar system in my game?

  • environment re-simulation. for example , a solar system of a room or busy street
  • Holographic style character interfacing and interaction
  • re-simulation of animations in radars and tracking systems
  • re-simulation of collision effects (particle effects) in radar and tracking systems
  • As long as you can attach something to a prefab , you can use that prefab as a blip. This opens up a whole new world of opportunities
  • 3D Radars are especially good for VR and 3D games as it allows for a more immersive gameplay experience
  • The radars can exist i nscreen space and world space
  • The radars allow you to choops your own optimation method with a button click
  • AND SO MUCH MORE

The sheer volume of uses is quite vast. YOU CAN EVEn TURN A 3R RADAR INTO A 2D RADAR!!!

Note : Blips are representations of objects existing inside your game(scene) and are displayed in your radar and tracking system

What kind of blips can be displayed ?
3D Radar Builder supports

  • Spties as blips
  • Meshes as blips
  • Prefabs as blips

2D Radar Builder supports

  • Spties as blips
  • Prefabs as blips

What can be tracked with 2D and 3D Radar ?

  • You can track anything as long as it has a tag.

Some of what you get With 2D Radar Builder?

  • Multiple Radar blip sprites
  • Multiple Radar Sprites (200*200)
  • Multiple Example scenes
  • Multiple extra script component (which you can remove if you want)
  • Masking shaders
  • Multiple materials
  • prefab blip prefabs
  • EVERYTHING YOU SEE IN THE VIDEOS AND PICTURES FOR EACH ASSET

Some of what you get With 3D Radar Builder?

  • Multiple Radar blip sprites
  • Multiple Radar Sprites (200*200)
  • Spae ship model
  • Space ship controls
  • star-map example
  • UI control example
  • Multiple Example scenes
  • Scripting documentation
  • Multiple extra script component (which you can remove if you want)
  • Masking shaders
  • Multiple materials
  • prefab blip prefabs
  • lens flare for special blips and environment
  • EVERYTHING YOU SEE IN THE VIDEOS AND PICTURES FOR EACH ASSET

Some of what you get With PRO Radar Builder?

  • All OF THE ABOVE. EVERYTHING

Is there a limit to the amout of blips that can be displayed??

  • NO there is no limit to the amount of blips that can be displayed .
  • FEATURES ??*

3D Radar Systems

  • Tracking lines (lines which help to show which blips are farther awa
  • Multiple material support for mesh blips
  • Inverse object rotation tracking.
  • Prefab blips
  • mesh and prefab blip scaling with distance
  • LOD support for mesh Blips
  • Child object position tracking
  • Freeze transforms of blips
  • Rotation Retargeting
  • Multiple scaling tedniques
  • radar environment panning
  • and MORE !
  • Screen space 3D Radar function
  • 9 point snapping (snap the radar to 9 points of the screen)



2D Radar Systems

  • Rotation Retargeting
  • 9 point snapping
  • Dynamic scaling
  • Multiple scaling technirues
  • Sprite and Prefab blips
  • and MUCH MORE


Twitter Youtube

2 Likes

Uh, very nice! First thought: “Why did he post screenshots from elite dangerous?” After reading your text, it became obvious. :smile:
Will keep an eye on this!

1 Like

hahaha awesome ! , exactly what I was going for.

We will be cranking and tuning this tool until it is even better.

Updated demo scenes.
you get everything seen here

Tutorial videos coming soon.

1 Like

Looking really slick there! Don’t know why this hasn’t gotten more attention… but when is it coming to the asset store? :slight_smile:

Very possibly at the end of this month or a week earlier :slight_smile:

I am glad that you like it !

1 Like

Radars and tracing systems work cross-platform.

Tutorial and demo videos are out now and the too. has been submitted to Unity and will be on the AssetStore whenever it is ready :slight_smile:

In later tutorial videos I will explain

-Tracking system design from the ground up (NO CODING NEEDED)

-Holographic style surveillance system setup

-Re-simulating collisions in your radars

-Setting up accurate tracking systems

1 Like

So here we are , January 7th.
I’m being told by the Asset store team that some changes need to be made to the tab for the tool. No big problem though this is unfortunate for us and for those of you who have waited for the tool.

So we are now looking at a new date of between now and January 21.

However. While we waited for the tool to be reviewed we prepared a few more stuff.

3D Radar Builder
3D Radar Builder (Source Included)

2D Radar Builder
2D Radar Builder (Source Included)

Pro Radar Builder
Pro Radar Builder (Source Included)

As shown here
Has time to get the 4th Tutorial video ready. GREAT STUFF !!

Could it be that you misused the term “open source” since you seem to be charging for the versions with it? Open Source generally means that the source is open too all for free for study purposes under certain licenses… what you mean is “source included”, right?

And it does appear that “open source” was misused, as no document stipulating terms of use was included.
That was a mistake on our part.
We are going to chop $5.00 off the wrongly labeled tool.
so the tool with the source codes included is $5.00 extra.

Another mistake and I may have to chop off some more numbers.

1 Like

Any Update on this? Really looking forward to it !

The tool should be live on the AssetStore before the 20th of this month :smile:

You can check the “Function to come” and “Update History” spoilers for info on changes made and to be made to the tool.

All in all things are pretty much as you see them now.

so just a few more days until it goes live.:slight_smile:

Hi guys

I was recently contacted about the “Source Included” version. Here is what we have to say.

The internal library contains code which is largely external in function to the Radar System. The Library is not completed and is part of our Larger API DaiMangou Reality Engine. The library is what we used to design parts of the editor window , which you can even delete at the end of development.

You can also delete the Library too.

however you would need to add

using UnityEditor;
using UnityEngine;

to your _ProRadarBuilder.cs , _2D RadarBuilder.cs or _3DRadarBuilder.cs

then remove any DaiMangou namespace and anything extending from DaiMangou. But you should only do this when you are done building your radar. Once we have completed the library, it too will be made public to the person who have purchased the (source included) version of any tool.

Got a chance to look a little bit thru the package last night and this morning. Looks really neat. One thing that might really help is more documentation in the getting started and a scene with just one radar implemented. Having a scene with a bunch of radars is a bit confusing. Also it might be good to actually have a material on the enemy objects so you can see them when you are flying. Cannot wait to dig in more later. Thanks!

Awesome , thanks .
Update releases will have more documentation for the (source included) versions and also they will have the patch placed in it.

got it :wink:

Now ,the problem now is that Youtube removed the full tutorial video. However It will be re-uploaded on Tuesday.

Thanks for the feedback!

Just some more info guys, 2D Radar Builder has not been moved away from using IMGUI yet so don’t delete the dll for it.
It contains the code for allowing the radar to snap to any of the 9 positions of the screen.

update Info
You will get a minor update on all 2D, 3D, and Pro Radar Builder tools within 14 days from tomorrow.

Update turns out that the patch was not necessary.

Hi there,

So, pretty nice and it works fast, so good job. The only issue I’m having is that the radar does not always destroy the blips when I’m destroying tracked gameobjects. It’s not always, just sometimes. (maybe when 2 objects are destroyed simultaneous?). It’s a small but annoying bug.

(also, I wish this was written in C# :wink:

Cheers

Is this is with the 3D Radar ? , I will check that out.
All scripts are written in C# :wink:

Update I have been trying to get that error or bug bit no matter how many things i delete simultaneously. it never malfunctions.

Let me know exactly what you do

Update we tried destroying multiple objects but it still tracked fine. are you using a (Source Included) version ?

Update. :slight_smile:

For the next update we will be creating an area dedicated just to managing blip rotation behavior.
Here is what the current setup looks like ?

  • We are adding more documentation.
  • Removed the radar clutter from demo scene 2.

We will have to redesign the UI to not be confusing and messy.

@kaaJ @ @FreakForFreedom did the tutorials help ?

Hi,

I have 2 questions:

  1. I’m in a multi camera setup with each camera rendering a specific layer. When the blibs are created, they are set to the default layer. Is there any way to select the layer they should be placed in?

  2. I have placed a box with a tag “Enemy” in my scene and set up the blib accordingly. But when I start the game, the blib child object is inactive. Any idea what the reason might be?

Edit:
When using a mesh as a blib, I cannot select the material. When I put a 1 into material count, the material selection is not shown.