Dynamic minimap

A dynamic minimap.

Mostly useful for procedurally generated worlds.

The uncopylocked place has a simple example with a monolith and a zombie, in a very multicoloured world.

It uses a reduced color palette. The map is generated server side with raycasting and shown client side with a GUI, using frames and gradients to render the map. It takes a little while to do the ray casting.

The map area is defined by two cursor parts, designating opposite corners. The top and bottom determine the start and end point of the rays, meaning they should encompass the height of the map, but not much more than that.

Workspace children should have an attribute set to indicate which instances (I recommend folders) are to be visible in the minimap.

It supports tracking of tagged parts or models, visible in the minimap for one or all players, using (part or model) attributes to configure which image URL, size and color to display in the minimap. I only tested in single player.

Feedback is welcome - I believe it is in a usable shape, but if not feel free to let me know. There might be bugs that I didn’t notice. Maybe I can fix it. If you fixed it yourself and send me the place file I will add your fix, provided I understand what you changed.

14 Likes

I just checked this out and it seems cool, but I think the arrow on the map should always face the same direction as the character, with a slightly larger, transparent “cone” expanding outward (like the arrow but pointing at the player) in the direction the camera’s facing.


In this screenshot, I’m facing away from the “obelisk” (:x:) but it looks like I’m facing towards it on the minimap.

5 Likes

Does this work on mobile?
I did not see anything when on my phone.

thanks

It should work on mobile, but I broke the demo with a bug, recently.

Should hopefully be fixed now, and I also made into a model in the toolbox. :slight_smile:

I’m not sure how to use it, but I don’t think there’s a resource as good as this.
I don’t think they made it for use in the first place…