HUD Waypoint is a complete ui navigation system that uses waypoints to indicate in world positions to the player. This is the same kind of system you see in first-person shooters (objectives POIs), real-time strategies (pings), role-playing games (quest markers), racing games (indicators of other cars), and more.
The system comes with:
A waypoint editor for fast-iteration
Off-screen handling
Colorize the icons font
Pulse the waypoint for attention
Fade out smoothly over distance
Help documentation with tutorials and sample scenes
You can modify the icon size directly in each of the prefabs inside the /Widgets folder. Change the Pixel Inset properties of the GUITexture component of the prefab’s Icon object. See http://docs.unity3d.com/Documentation/Components/class-GuiTexture.html for more details on GUITextures. This will change the icon size automatically for every single icon.
If you wish to change an Icon’s size dynicamlly, you can change m_Icon.pixelInset field inside OnScreenWidget.cs or OffScreenWidget.cs. You would need to change the access of m_Icon in WaypointWidget.cs from private to protected. It would look something like this:
Nice asset, purchased yesterday and already partly integrated after one or two hours. I am using a script similar to the Checkpoint script where I use the OnEnable() / OnDisable() Events to activate and deactivate the waypoints just by using gameObject.SetActive(true/false). Because I already have a complete checkpoint system in my project I could just place it as a child of my existing checkpoints et voila, works great.
I recommend this asset to anyone who needs this kind of HUD elements. It is a very solid and clean code base.
Assets/TeaAndCode/Waypoint/Scripts/WaypointSystem.cs(2,7): error CS0246: The type or namespace name `UnityEditor' could not be found. Are you missing a using directive or an assembly reference?
I tried putting the WaypointSystem.cs in the Editor folder, but it not working…
at the top of your script? That is in there to prevent PC and web builds from failing since UnityEditor doesnt compile with release. Try removing the #if leaving only
using UnityEditor;
This might get you what you want, but will break release builds.
Could you PM me your WaypointSystem.cs file? I cannot reproduce this bug on any platform. I’m beginning to think that the 1.0.3 update did not properly take.