Here’s a preview of the 2D version of World Political Map for Unity.
This is a fully interactive world map containing +240 countries, +4000 provinces and +1200 cities!
You can use this asset to show or allow the player to choose a location in your strategy game or application, in mission briefings, interactive reports, statistical and educational software, minimized as an Earth hud locator, etc.
Except for the background textures, everything is procedurally created. We’re also working on a future editor for the countries and provinces!
That’s a nice idea that we can try. The frontiers of countries, provinces and cities, yes, as they’re procedurally drawn it’d be totally possible to show/hide any part of the map. The background texture could be replaced by your own or perhaps it could be masked based on the visible geography.
Well, there’re lot of possible combinations. We have this sample video for the Globe Edition but works the same for the 2D Edition. I’ll try to record a specific video for this 2D version and post it here:
It was submitted last Thursday and it’s pending approval from Unity, so it should be in the store this week. However, existing customers of the Globe Edition have free access to this 2D version while in beta, so if you purchase the Globe Edition you can have the 2D Edition for free (only this week or until it gets approved).
Thank you. After purchasing, sign up at kronnect.com (our support forum) and I’ll give you access to the customers area where you can get latest releases of both Globe and 2D versions.
We’ve released a new beta for the upcoming update of World Political Map - 2D Edition, including a highly requested feature: the Map Editor!
As you may guess, the Map Editor allows you to edit the map data provided with the asset interactively from the Unity Editor itself! It will be available as a free update for all current customers while in beta.
Below is a screenshot of the asset running inside the Editor (to the left) showing Japan with its prefectures. You can see the different reshaping tools (point, circle, split, magnet, smooth, …).
We’ve a new beta today in our support forum and I’m happy to share with you a video showing one of the new features: the viewport.
This new feature allows to display the map inside another “canvas” in the scene. When a viewport is assigned to the WorldMap component, it disappears and renders itself inside the viewport specified. The viewport is provided as another prefab which is basically a quad with a custom configuration. You can move, scale or rotate the viewport inside your scene or UI.
The viewport supports panning, zooming, cropping, selecting, … it behaves as it was the World Map itself… We think it’s an amazing improvement to this asset, that makes easier to mix it with your own menus, UIs, etc. You will be able to drag and zoom without trespassing the limits of the viewport rectangle.
We’ve prepared an amusing video showing the feature in action. We hope you enjoy it!
The first beta of V5 is now available on kronnect.com featuring Mount Points and other improvements.
Mount Points are user-defined markers on the map created in the Map Editor. Basically a mount point is a special location that includes a name, a class identifier (an user-defined number) and a collection of tags.
Mount Points are useful to add points of interest (POIs) or strategic locations, like airports, military units, resources and other landmarks useful for your application or game. To better describe your mount points, WPM allows you to define any number of tags (or attributes) per mount point. The list of tags is implemented as a dictionary of strings pairs, so you can assign each mount point information like (“Defense”, “3”) and (“Attack”, “2”), or (“Capacity”, “10”), (“Mineral”, “Uranium”) and so on.