ok so i’ve seen plenty of posts for moving enemies to waypoints with ai scripts… but what i’m looking for is a script that allows you to set an object on the scene as a waypoint for the character, and all i want to do is display a waypoint marker (arrow) that shows the player which direction to go towards on the map to reach an objective.
i’m sure this has been done, i’m just not sure what to search under. any help? thanks!
The Script Reference is a great place to start, and also the Wiki. If you need another hint, take a look at Transform.LookAt for a good starting point. 
well, how about something like this :
Debug.DrawLine(target.position, myTransform.position, Color.yellow);
is a line in one of the ai scripts i am using. of course that’s for debugging… but but could i replace the line with an arrow picture file? draw some sort of object according to target.position?
just load a prelab which projects down onto the surface.
Using the DrawLine method that you are now, as far as my understanding, there is no way to replace the drawn line between the two points with an image. Are you intending to have the indicator represented as a 2d image, a 3d mesh, or to go even further and have a path actually mapped out for the player? Giving some more information on your intent would make providing you with assistance quite easier.
just a 2d image (say a png or whatever the case is) that acts as a guide on the screen for the player to move towards. I don’t need a whole path set out on screen
Simple way to achieve this would be to create a quad with your arrow texture applied, and rotate around the Z axis based on the angle to the target object. You could have said quad as a child of your camera so it is always in view, and use something similar to the CameraFacingBillboard from the Wiki. All of said information should give you a pretty strong starting point for building your waypoint arrow.
hmmm, ok i see how the camerafacingbillboard script works… so i could use that on an object that is a child of the main camera, and set that’s objects target to whatever object i want to be the target destination?
What I was suggesting, is if you were to use a textured quad that was a child of your camera, and as a base for the script component you are needing to create, use the above suggested script. This doesn’t provide all the functionality for the rotating towards a target object, you would need to program that yourself. The links I had placed in my first reply, along with the just given information, should be more then enough to help you create this script.
haven’t quite got this figured out yet. i’m pretty new to game coding. anyone else able to help out a bit?
Well if you haven’t quite gotten it figured out at this point, you could simply post the code that you have thus far and and let the forums know where you are stuck exactly. Trust me, you will learn a lot more and get farther in your programming ventures if you learn to do it yourself instead of fishing for someone to hand over a complete script 
alight ill post up the code in a few here after i try some more things with it… trying to get it working without much outside help.
here’s the project i am wanting to add a waypoint system to. http://www.drhollandphotography.com/pigeon/WebPlayer.html
can see where it would come in useful so the player isn’t wandering around aimlessly
I still think this is the best solution.
a prelab???
not sure at all what you mean.
i meant prefab.
prefab is a container you can make for gameobjects. Look up on youtube on tutorials for making prefabs.
But you can use a projection to make the texture follow the shape of the terrain on the ground.
In doing this though, a script would still need to be made to sort out the rotation of the prefab towards said target. I do agree though, that your suggested method would provide a rather unique method of assisting the player to find the next object.
Yeah all you would need to do is a lookat right?
how about something like this? so i would attatch this script to an object that is a child of the main camera (say an arrow object) and position it where i want it… then tag the object i want it to look at with the tag “waypoint” and use a code like this? :
void Start () {
GameObject go = GameObject.FindGameObjectWithTag("waypoint");
target = go.transform;
}
void Update () {
//Look at target
myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed * Time.deltaTime);
}
this would work would it not?
i tried my projection idea, however using a projection turned out to be much harder than i thought!