HUD Navigation System | Radar - Compass Bar - Indicators - Minimap

Hi, is there a way to make the Minimap circular, like in Call of Duty, CS GO, etc. ?

Good asset so far. How can I make the compass headings semi-transparent against the game? At the moment I see

Which at a smaller screen size, the black borders get a bit pixelated.

Don’t know if you have done this, but you need to drag the HNS TextureCreator map profile/Texture that you created (?) into the MiniMap Settings on the Player

3919921--334447--map.png

2 Likes

Hello,

I am getting this message when I am changing scenes using the Invector spawnPoint scripts.

MissingReferenceException: The object of type ‘Camera’ has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
SickscoreGames.HUDNavigationSystem.HUDNavigationSystem.GetRotationReference () (at Assets/Sickscore Games/HUD-Navigation-System/Scripts/Components/HUDNavigationSystem.cs:335)
SickscoreGames.HUDNavigationSystem.HUDNavigationSystem.LateUpdate () (at Assets/Sickscore Games/HUD-Navigation-System/Scripts/Components/HUDNavigationSystem.cs:152)

Is it possible to tie your compass bar into the iOS phone compass?

So that as I move my phone around in real space, the compass updates from the phone will update the compass bar.

1 Like

Does this have fog of war minimap? So I can show only explored areas of map?

Is there a way to have waypoints? By that, I mean can you have a path that has 6 objective indicators to get to the end? So if there is a wall maybe a marker to get to each part of the path and they disappear and move as needed? Think of Destiny’s waypoint system. That exactly!

Does this asset also come with a big full map or only a mini map?
Normally you can find a full map using key “m” in many games. Does this feature also comes with this package? If not is it planned?

Best regards
Ronny

Hi, I Instantiate the player, can the player camera be assigned by code? I literally have no camera as an object, its created and assigned during run time, and yup as Ronny mentioned a minimap is tied with a bigger map on games, do you have a full map ?

Thanks

Carme

Hi,

just purchased this very interesting asset and am putting it through it’s paces. I’ve run across a couple of issues, and - if you don’t mind - have some comments and recommendations:

First, I really like the clean structure and polished looks of the asset. The demo works without a hitch on my system, and the asset nicely shows off what it can do. This is really good- except for one point, everything else (what I list below) are smaller.

First, the probably biggest let-down, is that the asset doesn’t work with VR. This is because in VR the canvas is in world co-ordinates, and the scale is set to 0.009 for x,y,z and then attached to the main cam - so you can easily test that yourself even if you don’t have an HMD handy.
Actually, the compass indicator does work (N-E-S-West direction indicator), but none if the item indicators do. I checked and found that all the indicators’ object positions (at least for compass and canvas, I disabled map and radar) are calculated without taking the scale of the canvas into account. Methinks you are only one transformation away from having the asset work with VR as well. I’ll be happy to test if you need a guinea pig.

And here are some recommendation and/or requests:

  • the _Examples folder contains the most important prefabs. Move them into main, so they don’t get overlooked
  • the ‘Compass_Flight’ texture is green, making it difficult to colorize. It’s much more useful in white.
  • I recommend you also add the option to fade an indicator by distance, making the indicators fade/out in much more subtle. If you navigate over large terrain, optional points of interest could fade in and out while you move about, while important locations always remain visible (they don’t fade with distance).
  • Since you already provide a flight compass - how about also providing an optional ‘flight ladder’ that shows the inclination of your player/head up/down (similar to the compass, except locked to vertical).

Cheers,
-ch

What happen with the player/camera instantiated in runtime? There are several inquiries about this and It is not answered.

1 Like

@SickscoreGames are you still supporting this?

Wow, the Forum notifications are not working at all! We didn‘t get a single notification that someone posted a reply.
Just checked the settings and everything is setup correctly…

@ashulgach waypoints are one of the most requested features. Maybe they‘re already within the next update. If not, we‘ll release an extra update for this feature.

@RonnyDance fullscreen map is definitely planned and will come with a later update. For now you can maybe just scale the minimap when pressing the „M“ key. This solution worked great for us while testing.

@angel_m @Carmexx the fix for this will be included in the next update. It was a bit tricky to get to work in all scenarious.

@SickaGames1 yeah sorry, we didn‘t get notifications. We‘re currently adding a forum to our new website. For now, email is the fastest option to get support. We will check more often on the unity forum!

Other posts have been answered by mail. Sorry about the confusion. We‘re already working on our new website, which will include a FAQ, documentations and a dedicated forum for each future asset.

Stay tuned, we have big plans for 2019 :slight_smile:

Best, Markus

3 Likes

Does this have fog of war minimap? So I can show only explored areas of map?

@SickscoreGames Do you guys have a roadmap and do you have an ETA and your next update?

@UnityRocksAlt currently not, but maybe in a later version. Depends on the overall amount of requests.

@SickaGames1 we‘re working with a roadmap internally. Requested features are planned by minor versions.
ETA for the HNS update is next Saturday.

HNS VR will be published a few days later and needs to be reviewed by Unity first.

2 Likes

@SickscoreGames Hello I am using HNS in a driving game project but am having an issue where vertical (y-axis) movement seems to be causing the minimap and to move around strangely when turning. I could not find an option that affected this behavior. I am using the CharacterController as the rotation target.

UI Canvas Settings

Map Profile Settings

Any help resolving this issue much appreciated.

Best regards,
Tony

Hi Tony,

let us take a look at this. If it’s a bug (what it looks like to me), then we’ll include a fix within the update.
Update will be submitted today, so it should be available tomorrow.

Best, Markus

Sounds good. I poked around in the code a bit myself, but no luck on a solution yet.

When I press escape, I get a full screen of the map with a button that says “Play Music.” It stops happening if I disable the minimap feature, but that’s the only feature I’m interested in. Is this intended, and how do I disable it if it is? I can’t find any documentation on that anywhere! I feel like i’m taking crazy pills.