HUD Navigation System (HNS) is the ultimate collection of the most common navigation concepts from various games. It has been continuously developed, improved and tested since 2017. HNS is modular so you can easily disable features you don’t need (unused features don’t affect the performance).
Just use the built-in Quick Setup window to integrate HNS into your existing projects within seconds. With components like the UI Prefab, you can easily create your own designs that can be used by the various functions of HNS. Custom transforms can be assigned in the editor and controlled by code, making it easy to implement custom logic such as item pickups or other interactions.
Hi,
I’ve tested your web demo, I’ve downloaded and read your manual and then bought your asset and found now that the current version is missing features from demo and manual.
Hey,
sorry about that, the version was already submitted to the store a few days ago.
Just send me a mail, then I can send you the updated version 2.0.1.
First of all, thanks for this great asset. However, I have a problem.
We have many scenes in our project. It seems your HUD is not set as DontDestroyOnLoad which means we have set up the radar canvas for every scene. However, upon switching scenes, nothing works. Since the camera is assigned in Awake method, cam reference is missing. I tried to find the reference in LateUpdate which is not a good way, I saw that other references are missing too.
How can we handle switching scenes without breaking anything? Should I make a public method which replicates Awake method and call it when I run each scene? Or is there any other solution to this?
Thanks for the issue report. That‘s actually something we overlooked while testing. I‘ll send you a fix for this issue asap.
Please send us s mail, so we can send you the package.
EDIT:
For everyone having the same issue, it’s a really simple fix:
Simply add “DontDestroyOnLoad (this);” to the Awake method of the “HUDNavigationSystem.cs” and the “HUDNavigationCanvas.cs”. That’s all
Fix will also be included within the upcoming update!
Is there no way to set up a HUD Navigation system for a player that spawns into the scene instead of already being in the scene hierarchy? I’m using Invector and have a spawn point that the Invector vGameController script spawns the player at. I’m currently just forgoing the spawning and putting the player directly in the scene, but that’s not a good solution because when the player dies and respawns then the problem will be there again.
Maybe I’m think too easily about this, but how about adding the necessary components to the player prefab and putting the HUD on a dontdestroy empty container around that player?
Hi, I just purchased this asset. I followed this is the step:
Go to Window > Sickscore Games > HUD Navigation System > Quick Setup Window.
Assign your player transform and your player camera.
Click on „Start Quick Setup“ to automatically assign all necessary components.
I created simple 3D box and add: Add Component > HUD Navigation System > HUD Navigation Element
After that, I just got lost. There is no Icon appear . . . Just the Compas.
Then I copy the Demo elements in demo scene into my project. It works but how to change the Icon? and also it just support only one Icon. After I add more element then only one element that appear. Pleas assist me.
sorry about the confusion, I’m still working on a proper video tutorial
For the icons to appear, you simple need to assign “UI Prefabs” (see documentation) to each feature. You can assign the sample UI prefabs or can create your own. UI Prefabs basically define the look of your icons, so you can 100% customize the appearance of each icon individually if you want to
For changing icons of an element simply check out the example scene, where I change the icon of the activated prisms. You can find the code within the “ExampleInteractions.cs”.
If you need further help or instructions, please drop me a message at contact@sickscore.games.
yes it works, but the TextureCreator for the MiniMap uses Vector2Int, which requires 2017.2. I will change them to Vector2 in the upcoming update to be compatible down to 5.6 again.
Is there a way to keep compass and marker on it in sync? I mean keep markers screen space ‘compression’ aligned with compass.
As an example you can check Skyrim compass:
Yes will be good thanks or i can change self / make the hotfix. Also great would be a big map or so in pause menu like at gta or nfs ezmtc where you can set a point and it shows the way like a navigation in a real car . you know what i mean ? Regards
Hi ,
Is there a way to get the compass markers to sync with the player controller in a third person camera view. Currently when my player controller rotates the compass does too but the compass indicators remain aligned with the camera which is above the player not rotating as it is a third person view. The indicators work fine just not the compass indicators. If i add a dummy camera to the player as a child then the compass indicator works but the screen indicators are all wrong. Sorry if this is a dumb question, i just cannot figure it out. Thanks
Hey!
Have you tried to change the rotation reference option from Camera to Controller?
Then the system will use the character transform for all rotations.