Hello,
I searched a bit and couldn’t find a satisfactory answer.
Can someone help me regarding ideas on how to code an resolution independent minimap ?
The problem : The minimap in my little game changes dimensions (and also how much of the view it shows) each time the resolution changes.
Can I stop this from happening and force it to have the same field of view at least ?
Thanks.
is the minimap scripted? if it is, there is (Maybe) no ways for me to resolve it, all i’ll tell you is to make the minimap a camera that follows the first person controller and that’s up high and make some pointer parented to the minimap
that indicates the way forward, as if i say, camera’s that are in the sky are not affected much my resolution, since it’s a 3d object.
Hi primus88,
We developed the popular KGFMapSystem.
I’m not sure how you implemented your minimap, so I’m not sure if my answer will help you.
There are two ways of implementing minimap size
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Pixelperfekt: Your minimap is for example always 400px x 400px. If you change to a bigger resolution the minimap will get smaller.
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Relative: Your minimap size is normalized to the screen size:
So size 0.3f will mean your minimap widht and height is always 1/3 of the screen height. After changing resolution the minimap will still be 1/3 of the new screen height.
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Maybe you just have to reset the aspect ratio of your minimap camera after changing resolution?
Best wishes,
Michal