Tasharen Entertainment Forum
Support => NGUI 3 Support => Topic started by: hjupter on April 29, 2013, 11:21:39 PM
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(https://dl.dropboxusercontent.com/u/15430660/njgminimap/NJGMinimap-Logo.png)
NJG MiniMap it’s a easy to use mini map solution powered by NGUI.
You can easily create race, fps, rpg game minimaps without writing a line of code.
Asset Store Link (https://www.assetstore.unity3d.com/#/content/8339)
Web Player Demo (http://www.ninjutsugames.com/unityassets/njgminimap/bigterrain/)
- World map & mini map
- Custom maps masks
- Tint map to any color
- Easy to use (Drag and Drop)
- Map icons/arrows editor
- Direction Arrows
- Zone editor
- Customize icon color, size, sprite etc.
- Animated Icons
- Automatic texture generation
- Or user created textures
- Zoom Levels
- Tooltips
- 2D and 3D Rendering
- Automatic bounds calculation
- Clean code - C#
- Free and Unity Pro
- Well commented
- Clean code - C#
- Well optimized (2-4 Drawcalls)
- Compatible with unity 3.x and 4.x
- Web player, standalone, mobiles
- Documentation included
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/Presentation/01.png)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/Presentation/02.png)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/Presentation/03.png)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/Presentation/04.png)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/Presentation/05.png)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/Presentation/06.png)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/Presentation/07.png)
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New version 1.2 submitted to the asset store:
- NEW: Its now possible to generate a texture manually during edit time and save it.
Giving you freedom to grab a photo of your scene and make a nice map on photoshop or whatever tool you want.
An demo scene has been added.
- NEW: Some modifications to the inspectors.
- NEW: Added a key option to the Minimap class to toggle the world map.
- FIX: Icons no longer make scaling animation on the world map.
- FIX: Minor fix where UILabelCoords was displaying the letter Z instead of Y.
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/EditorSettings3.PNG)
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Price temporally dropped at: $25
http://u3d.as/content/ninjutsu-games-ltd-/njg-mini-map-ngui-/4z6 (http://u3d.as/content/ninjutsu-games-ltd-/njg-mini-map-ngui-/4z6)
An example of race game minimap done with this system:
https://dl.dropboxusercontent.com/u/15430660/njgminimap/RaceMinimap.PNG (https://dl.dropboxusercontent.com/u/15430660/njgminimap/RaceMinimap.PNG)
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Hjupter did UI for Windward btw! ;)
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It´s awesome! :D
Good job hjupter.
I´m gonna buy right now.
How much was before the discount?
Thanks!
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Thanks PabloAM :)
The regular price is $45
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Bought it! :)
As you have worked doing stuff with NGUI. Do you know how to do a slider curved like this attached??
Thanks in advanced!!
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Thanks for your purchase :D
I've done it for progressbars only using filled sprite and set direction to radial 180 (https://dl.dropboxusercontent.com/u/15430660/Zombie%20Race/ngui.PNG)
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Yeah, I did the same :)
The thing is how to move the slider along the bar.
Thanks anyways :)
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Sale ending soon!
On Sale
Before $45 NOW $25
New version submitted to the store:
1.3.0
- NEW: Added new TweenZoom making possible to tween the zoom with easing.
- NEW: Added new properties to the Minimap inspector so you can edit easing and speed of the zoom.
- NEW: Added keys option zoomIn/Out the Minimap.
- NEW: Added key option for lock the Minimap rotation.
- NEW: Added key selector wizard editor for easy keycode selection.
- NEW: Improved Tooltip now follows the mouse position.
- NEW: Added an option to calculate minimap border radius automatically or set it manually.
- FIX: Now minimap updates correctly the mask when is saved as prefab and you use the same prefab on different scenes.
- FIX: Few minor fix.
Updated Demo (http://www.ninjutsugames.com/unityassets/njgminimap/)
Asset Store Link (http://http://u3d.as/4z6)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/uiminimap_inspector.PNG)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/KeyWizard.PNG)
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Want it!
Waiting for NGUI to go on sale.
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Want it!
Waiting for NGUI to go on sale.
The package comes with NGUI Free you can use that in the mean time :P
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1.3.0 Has not been approved but there is a new version already :P
1.3.2
- NEW: Its now possible to generate automatically transparent images by removing its background color.
- NEW: New Shader for transparent maps added.
- NEW: Map orientation option now you can generate maps for 2D Games. Demo scene has been added.
- NEW: UIMinimap and UIWorldMap has the option to choose between texture mask and color mask shader.
- NEW: Its now possible to re-create map texture at runtime.
- NEW: Added new mask textures.
- NEW: Rotate option for arrows, now its possible lock arrows rotation.
- FIX: Bounds calculation has been improved.
- FIX: Few minor fix and code optimizations.
- FIX: Fixed a bug with world name label.
- FIX: Fixed a bug with NJGMapItem not pulling new map items properly.
Here is a new demo:
NEW Demo (http://www.ninjutsugames.com/unityassets/njgminimap/shadowgunsample.html)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/shadowgun02.PNG)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/EditorSettings.PNG)
Soon I will post a 2D Demo, sale will be over soon, get your copy now :)
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look really good!
Thanks!
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It says it generates textures automatically. Does this mean it would work with a voxel engine and deformable terrain during runtime?
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It says it generates textures automatically. Does this mean it would work with a voxel engine and deformable terrain during runtime?
You can call the generate texture method when ever you want for instance: you can have it to render your scene every 1 sec or something like that.
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BTW, any tutorial to add a minimap in a game that is everything working on "2DLayer"???
Updated: And how could I change the axis of the render layer? Because I see the icons but the camera is rendering from TOP not from FRONT.
Thanks!
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BTW, any tutorial to add a minimap in a game that is everything working on "2DLayer"???
Updated: And how could I change the axis of the render layer? Because I see the icons but the camera is rendering from TOP not from FRONT.
Thanks!
Hi, I still have to make some tutorials and update the documentation.
By everything working on "2D" layer you mean like render your UI + Minimap under the same layer and UICamera? then just disable the camera inside NJGMap and ofc make sure the whole prefab have the same 2D layer.
Axis change feature its already on the new version, I'm almost ready with some details then I will submit it to the asset store tonight. If you want it asap you can send me a PM with your invoice number then Ill send it directly to you when Im done.
The current version on the store is 1.2.0 the new version is already 1.4 here is the changelog: http://www.ninjutsugames.com/forum/forum/main-category/main-forum/18-latest-version-1-4-0 (http://www.ninjutsugames.com/forum/forum/main-category/main-forum/18-latest-version-1-4-0)
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New version 1.4.0 is now ready to be released, here is a few demos showing some of the new features:
Support Forum (http://www.ninjutsugames.com/forum/forum/main-category/main-forum)
Big Terrain Demo (http://www.ninjutsugames.com/unityassets/njgminimap/bigterrain)
Sidescroller Demo (http://www.ninjutsugames.com/unityassets/njgminimap/sidescroller)
Fog of War Demo (http://www.ninjutsugames.com/unityassets/njgminimap/fow)
I'ts going to take few days to get in the asset store so if you want the package right now just PM me your invoice number.
Here are the changes:
1.4.0
- NEW: Added new alternate way to render the maps (NGUI is not required anymore but its still supported)
- NEW: Added a texture packer for non-NGUI system.
- NEW: Restructured the whole code in order to support both render engines.
- NEW: OnGUI: Added new IconSelector class to select icons and arrows from a specific folder.
- NEW: Panning added for both Mini map and World map with configurable settings: easing, speed, sensitivity and more.
- NEW: Added Render Modes now you can specify between these modes:
- Once: Render the map only once
- ScreenChange: Render the map once and re-render it again if the screen size changes
- Dynamic: Render the map every specified times or by calling the method NJGMap.instance.GenerateMap()
- NEW: Removed TweenZoom and replaced with HOTTween.
- NEW: Added super fast Fog of War rendered by GPU and calculated on a another thread for performance.
- NEW: Added big terrain example.
- NEW: Pivot option for MiniMap, its now easier to change the alignment of the minimap.
- NEW: Mouse Scroll Wheel zoom with configurable settings: easing, speed, zoom keys and more.
- NEW: WorldMap can use zoom now.
- NEW: MiniMap size inspector option.
- FIX: Lots of performance optimizations.
- FIX: Fix a leak memory issue.
- FIX: Few more bug fixes.
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Your links were broken. I fixed them for you.
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Your links were broken. I fixed them for you.
Thanks :D
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1.4.0 is finally on the asset store here is the link: https://www.assetstore.unity3d.com/#/content/8339 (https://www.assetstore.unity3d.com/#/content/8339)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/01.PNG)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/02.PNG)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/03.PNG)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/EditorSettings4.PNG)
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Hi,
Very good stuff, but each time I have to install your asset the links with NGUI are broken and I have errors that I can only repair by reinstalling NGUI.
Could you maybe, like HUD Text, do not propose by default the NGUI standard stuff but just the asset to install it if it is needed.
By the way, you are a real pretendent to KGFMapSystem and after having analized both I think you are the best one, I really hope you will keep update your software and keep doing good stuff like that.
If KGFMapSystem lowered his price to your app, it must mean that you are more than serious :-)
Good luck with your stuff,
PS : The Fog of War example does not have Fog of war.
PS 2 : Would be good to have options if we want to use the zoom, the lock or other stuff.
PS 3 : You posted a screenshot of a race that I found marvelous, could you add it as an example?
Cizia
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Hi,
Very good stuff, but each time I have to install your asset the links with NGUI are broken and I have errors that I can only repair by reinstalling NGUI.
Could you maybe, like HUD Text, do not propose by default the NGUI standard stuff but just the asset to install it if it is needed.
By the way, you are a real pretendent to KGFMapSystem and after having analized both I think you are the best one, I really hope you will keep update your software and keep doing good stuff like that.
If KGFMapSystem lowered his price to your app, it must mean that you are more than serious :-)
Good luck with your stuff,
PS : The Fog of War example does not have Fog of war.
PS 2 : Would be good to have options if we want to use the zoom, the lock or other stuff.
PS 3 : You posted a screenshot of a race that I found marvelous, could you add it as an example?
Cizia
Thanks a lot for the kind words.. there are lot of new features coming :)
I will see how HUD Text is packaged then I will make it like that for the next update.
Regarding the FOW example I saw whats the problem, try disabling and enabling the fog of ward on the NJGMap settings that will work out. I will fix this on the next version.
"Would be good to have options if we want to use the zoom, the lock or other stuff." What kind of options do you mean? Enable or disable the zoom?
About the race game screenshot thats a client game where I utilized NJG Minimap + Unity Car, I cant include that as an example. Unless I made a simple example without using Unity Car, Ill what I can do.
Here is a screenshot of NJGMinimap working on Unity Free 3.5.7 (https://dl.dropboxusercontent.com/u/15430660/njgminimap/unity_3_5_7.PNG)
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Hi hjupter,
I mean the possibility to enable the icon of the zoom, the lock etc... But it must be already available because in your race example I do not see these icons.
I can not wait for the next update ;-)
I hope it will work for you, doing good stuff and good support like that deserves to be well paid.
Cizia
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Hi hjupter,
I mean the possibility to enable the icon of the zoom, the lock etc... But it must be already available because in your race example I do not see these icons.
I can not wait for the next update ;-)
I hope it will work for you, doing good stuff and good support like that deserves to be well paid.
Cizia
Ah yes its totallly possible the system is very flexible you can choose what you want to use just like NGUI normally works, if you want only a big map without buttons just delete what you dont want and it wont break anything.
Hope you have grabbed your copy already haha.. Thanks again for the kind words again :)
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I have tried to get this working in my project with no luck. I don't want to give this software a bad review, but it's looking like unless someone uses the prefab or has a serious working knowledge of Unity, this is not an easy thing to setup. I feel like the person who wrote this software can't communicate in English well enough and there is basically no real documentation on the product, so people who jump in have to go it alone. Which is sad because I think the general idea of the software is good and the demo works well enough.
I'm posting here to see if there is anyone who can give me some help on how to get this software working. Any help would be greatly appreciated.
The issue I have basically is that levels are loaded in at a later point in time, so there isn't a terrain to work with sometimes as areas are loaded and unloaded. It seems like the system has to have some kind of terrain or it gives an error every time. Is there anyone out there who knows what I can do in this situation. I'm not an expert in Unity, so I'm still figuring things out like layers and what they mean and all that.
Thanks.
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I have tried to get this working in my project with no luck. I don't want to give this software a bad review, but it's looking like unless someone uses the prefab or has a serious working knowledge of Unity, this is not an easy thing to setup. I feel like the person who wrote this software can't communicate in English well enough and there is basically no real documentation on the product, so people who jump in have to go it alone. Which is sad because I think the general idea of the software is good and the demo works well enough.
I'm posting here to see if there is anyone who can give me some help on how to get this software working. Any help would be greatly appreciated.
The issue I have basically is that levels are loaded in at a later point in time, so there isn't a terrain to work with sometimes as areas are loaded and unloaded. It seems like the system has to have some kind of terrain or it gives an error every time. Is there anyone out there who knows what I can do in this situation. I'm not an expert in Unity, so I'm still figuring things out like layers and what they mean and all that.
Thanks.
Hi, you could have tried sending me an email at hjupter@ninjapvp.com or post a question on the support forum http://www.ninjutsugames.com/forum/ .. Ill be always happy to help.
If want to render the map texture at later point you can always call the method NJGMap.instance.GenerateMap() whenever you want. Right now on that version is rendering the map at start on the next version that will be optional.
For next updates I will also add wizards so should be easier to setup instead of using a prefab.
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I'll have to wait until you get that taken care of. Just having a lot of trouble getting it to do anything in my project. So let us know when you get it straightened out.
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Hi.
I was just about to buy KGF Map System until I stumbled upon this one.
How long is the sale lasting? Also, how does this do on mobile?
Thanks.
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This one looks nicer than KFC with more features.
I still can't figure out how to get the big map to pop up. I followed the directions, got the minimap on screen, but the worldmap GO doesn't enable when I click the world icon using the NGUI style.
What am I missing here?
I was wrong, it worked all along using touch because I disabled mouse clicks, duh.
Good job on this; very nice looking and I didn't notice any more drawcalls than before I implemented it.
Request for next version: TimeScale 0 when large map is opened and back to normal when its closed.
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Hi.
I was just about to buy KGF Map System until I stumbled upon this one.
How long is the sale lasting? Also, how does this do on mobile?
Thanks.
Hi, I'm about to release a couple new versions some videos then the sale will be over.
It runs perfectly fine on mobiles, I posted few screenshots of the system running on android (https://dl.dropboxusercontent.com/u/15430660/njgminimap/android/03.png)
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This one looks nicer than KFC with more features.
I still can't figure out how to get the big map to pop up. I followed the directions, got the minimap on screen, but the worldmap GO doesn't enable when I click the world icon using the NGUI style.
What am I missing here?
I was wrong, it worked all along using touch because I disabled mouse clicks, duh.
Good job on this; very nice looking and I didn't notice any more drawcalls than before I implemented it.
Request for next version: TimeScale 0 when large map is opened and back to normal when its closed.
Thanks for the nice words, glad you got it working properly.
New version is coming soon!
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How could I open the worldmap in front of everything else?
I tried adjusting the depth but the GUI is covering the worldmap when it opens.
I'm using the NGUI version.
Thanks.
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How could I open the worldmap in front of everything else?
I tried adjusting the depth but the GUI is covering the worldmap when it opens.
I'm using the NGUI version.
Thanks.
Hey, you can do it by changing the z position of the worldmap game object the problem right now is that the animation resets the position to 0 so you can modify the animation to set z position to whatever you want (-100) or just take out the animation. This is something I changed on the upcoming version.
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New version is up on the store:
1.4.1
- NEW: Added custom size property on Icon Settings. Its now possible to have map icons with custom sizes.
- NEW: Backwards compatibility with Unity 3.5.7
- NEW: Zoom now use floats instead of ints.
- NEW: Added zoom amount property to the inspectors.
- FIX: More code optimizations, types are now defined as ints instead of strings.
- FIX: Fixed a minor issue with bounds calculation.
- FIX: FOW Demo should work fine now.
Here is a video of the game ARDrone (made by Derkoi) showing NJG Minimap + UI Damage in action:
http://www.youtube.com/watch?v=cC3-Qj1pG8o&feature=c4-overview&list=UUQHLsUDxBeERawTNMI9z8RA (http://www.youtube.com/watch?v=cC3-Qj1pG8o&feature=c4-overview&list=UUQHLsUDxBeERawTNMI9z8RA)
Go get your copy (https://www.assetstore.unity3d.com/#/content/8339)
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Hi buddy,
I guess you will have to adapt your code to NGUI 3.0, do you plan to do it?
Regards,
Cizia
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NGUI 3.x is coming this or next week.
Go get your copy since its the todays daily deal https://www.assetstore.unity3d.com/#/content/8339
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If you try to install the UIInputAwesomeness and the MiniMap, they both use the same tooltip file and won't work initially.
If you try to install both, one is in a folder called ninjitsu games and the other is ninjitsugames. Put them together? have a scared script location?
Please update both for NGUI 3.0 :)
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If you try to install the UIInputAwesomeness and the MiniMap, they both use the same tooltip file and won't work initially.
If you try to install both, one is in a folder called ninjitsu games and the other is ninjitsugames. Put them together? have a scared script location?
Please update both for NGUI 3.0 :)
Hey thanks for the heads up Im going to fix that... I'm working on the NGUI 3.x support right now.
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FYI your link on post #1 is broken?
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FYI your link on post #1 is broken?
Thanks they work fine now
Asset Store Link (https://www.assetstore.unity3d.com/#/content/8339)
Web Player Demo (http://www.ninjutsugames.com/unityassets/njgminimap/bigterrain/)
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Thanks they work fine now
Asset Store Link (https://www.assetstore.unity3d.com/#/content/8339)
Web Player Demo (http://www.ninjutsugames.com/unityassets/njgminimap/bigterrain/)
Minimap webplayer isn't showing a map at all. Might want to look into that.
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Minimap webplayer isn't showing a map at all. Might want to look into that.
Could you send me an screenshot?.. is working fine here for me
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Could you send me an screenshot?.. is working fine here for me
No screenshot needed. Everything in the map area is white. Icons show up fine, though.
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No screenshot needed. Everything in the map area is white. Icons show up fine, though.
Are you on mac?.. could you confirm this link works for you? http://www.ninjutsugames.com/unityassets/njgminimap/
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Purchasing tomorrow.
No longer will my fast made crappy mini map and world map bug me.
Cheers
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Are you on mac?.. could you confirm this link works for you? http://www.ninjutsugames.com/unityassets/njgminimap/
I'm on a Mac. I clicked the link you provided and it gave me a fatal error. I'm using Firefox as well.
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So I bought this wonderful thing for $25 today, but it breaks my NGUI (latest version before 3.0) everytime I import, and delete the NGUI folder that comes within the add-on itself.
a UIBasePanel error keeps going off, something about namespace. Have to re-install NGUI 2.7 every single time I've tried to import.
Using a PC, Unity Pro 4.1.5f
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So I bought this wonderful thing for $25 today, but it breaks my NGUI (latest version before 3.0) everytime I import, and delete the NGUI folder that comes within the add-on itself.
a UIBasePanel error keeps going off, something about namespace. Have to re-install NGUI 2.7 every single time I've tried to import.
Using a PC, Unity Pro 4.1.5f
So I solved it myself, having a hangover makes me slow and illogical, ugh.
Anyways if anyone encounters this it's a simple fix. Import the add-on, delete the nGUI folder in the add-ons folder... and then just re-import your nGUI version, volah.
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So I solved it myself, having a hangover makes me slow and illogical, ugh.
Anyways if anyone encounters this it's a simple fix. Import the add-on, delete the nGUI folder in the add-ons folder... and then just re-import your nGUI version, volah.
Glad you got it working properly, that was actually pointed out on the ReadMe file .. I removed that annoying NGUI free version from the package for the next version which will be released soon next week.
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Ok, just getting started with this BUT am getting some complaints when trying to use the latest NGUI (seems fine with 2.7)
- import the Minimap asset, delete NGUI folder from it's directory - re-import NGUI 3 and these 2 errors pop up :
Assets/NinjutsuGames/NJG MiniMap/NGUI Version/Scripts/Interaction/UICustomTooltip.cs(21,16): error CS0246: The type or namespace name `UISlicedSprite' could not be found. Are you missing a using directive or an assembly reference?
Assets/NinjutsuGames/NJG MiniMap/NGUI Version/Scripts/UI/UIMiniMap.cs(34,16): error CS0246: The type or namespace name `UISlicedSprite' could not be found. Are you missing a using directive or an assembly reference?
Any ideas why this is happening?? PLEASE
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Hi, the problem here is that NJG Minimap is still not compatible with NGUI 3.x, the new version which support it is coming soon this week.
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Great, thanks for the quick reply - I'll just use previous NGUI until then 8)
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Hi, me again ;)
Having an issue with the background (map) position not updating when the player object is moving in the NGUI examples (work in OnGUI examples). Weirdly though, the player icon moves left and right in the minimap (except in the side scrolling example) from the centre to beyond the left extents of the map (rotates as well but thats what I'd expect) ??
Any ideas what is going on???????
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Hi, me again ;)
Having an issue with the background (map) position not updating when the player object is moving in the NGUI examples (work in OnGUI examples). Weirdly though, the player icon moves left and right in the minimap (except in the side scrolling example) from the centre to beyond the left extents of the map (rotates as well but thats what I'd expect) ??
Any ideas what is going on???????
Hey, forgot to mention are you using NGUI 2.7 right?.. unfortunately there was a change on how material gets updated for UITexture, this its fixed on the upcoming version... you can use NGUI 2.6.x in the meantime.
Add me to your skype so I can send you the new version as soon as its done.
Skype: hjupterc
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Hey hjupter, thanks again for the quick reply - I can chill for a while and get on with other aspects of my project _
added you on Skype btw
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New version with NGUI 3 support has been released on the store.
Asset Store Link (https://www.assetstore.unity3d.com/#/content/8339)
1.5.0
- NEW: NGUI 3.x support added.
- NEW: Maps are now rendered on Quad's instead of UITextures due to a glitch with its material matrix.
- NEW: Added depth property for maps.
- NEW: Revamped inspectors make it them easier.
- NEW: Updated demo skin.
- NEW: Scene bounds are now calculated automatically if there is any change on the current scene.
- NEW: Its now possible to preview scene bounds on scene view.
- NEW: Now minmimap inspector will round size and margin.
- NEW: Map icons interaction can be now enabled or disabled.
- NEW: Added double resolution rendering.
- NEW: Map icons now can be selected. Added a new option on the editor so is now possible to select which sprite use for selection display of any specific icon type.
- NEW: Its now possible to render multiple terrains.
- NEW: Added default empty icon type so NJGMapItem can be assigned to an object using this type to just reveal FOW.
- NEW: UILabelCoords now have 'format' property so it can be cusomizable.
- NEW: Toggle keys (rotation lock, world map etc) will not be triggered when an input has focus.
- NEW: Added a prefab ready to drop it into your own UI.
- FIX: Scenes that are not positioned at 0,0,0 can be rendered without issues.
- FIX: Minimap and Worldmap inspectors now save properties as they should.
- FIX: Simplified prefabs hierarchy.
- FIX: Few more bug fixes.
- DEL: Removed Update Bounds button since its no longer needed.
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/Presentation/01.png)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/Presentation/02.png)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/Presentation/03.png)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/Presentation/04.png)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/Presentation/05.png)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/Presentation/06.png)
(https://dl.dropboxusercontent.com/u/15430660/njgminimap/Presentation/07.png)
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- NEW: Maps are now rendered on Quad's instead of UITextures due to a glitch with NGUI 3.x.
What glitch?
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What glitch?
My bad, I guess I chose the wrong words, maybe this sounds better? "Maps are now rendered on Quad's instead of UITextures due to a glitch with its material matrix."
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The new version is already on the store:
Asset Store Link (https://www.assetstore.unity3d.com/#/content/8339)
1.5.1
- NEW: Unity 4.3 support
- NEW: NGUI 3.0.6 f7 support
- FIX: Fixed a bug with Dynamic Render mode for scenes modified at run-time.
- FIX: Selection sprites should display fine when is assigned under icons settings.
- FIX: The package should now works fine without NGUI.
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i hope it's ok to derail the thread for support questions.
i'm sorry to say that but i have only problems with your package. i don't know if its me doing something wrong so you may have some tips for me.
i'm working on unity pro 4.3.0f4, have imported ngui 3.0.7f3 and njg minimap 1.5.2 (readme states 1.5.1b).
first unity complains about holloville namespace not found. so i removed the using directive completely.
in public class UIWorldMapOnGUI : NJG.UIWorldMapBase it cannot find UIWorldMapBase. there is a UIMapBase and a UIMiniMapBase in Common/Scripts/Internal but not the required file/class. and i fear when that is fixed there are more errors pop up as unity compiles the source files one after another and stops when one contains errors.
some other "issues".
the "documentation" is a joke. for such a complex product 6 pages with many white and images? how am i supposed to use the package properly with that little description?
the readme mentions a link to support forum which gives me a 404 error. and i refuse to sign up for a forum for every asset i purchase anyway. i have not found a thread in unity forum.
so my first experience is a big dissapointment and i hope you can help to improve it.
thanks for your efforts.
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Hi, sorry about the documentation I'm not english native I'm working on it.
Sounds you have a weird issue I've never seen this before, do you have skype? here is mine: hjupterc
This would be the fastest way to help you if not you can drop me an email at: hjupter@ninjutsugames.com
I'm sorry to hear you are dissapointed, ping me up and lets get things work for you.
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sorry about the documentation I'm not english native I'm working on it.
its not an issue of the language. i'm also not english native speaking and don't mind typos etc. . i mean the extent is quite low for such a complex package and that many questions and features are not covered by it.
Sounds you have a weird issue I've never seen this before
ok, then it seems to be on my side. i have created a new empty project and just imported (via project creating dialog import) ngui and njg mm and there are no errors. in my main project i have imported it right from asset store. and there are plenty other packages so maybe something interfers. i also had an earlier version in main project but this throws a bunch (100+) of warnings maybe due to not beeing compatible with ngui 3+. so maybe i have missed something when removing it.
what i wondered. when importing via the project create dialog there have been 3 packages, njg -ngui, njg -ongui and njg without postfix. is the latter the old one? does it contain the both others? i wonder which package is imported when doing it via asset store as i cannot choose there. so i try a manual import next and head back here.
do you have skype?
no. forum support is fine for me.
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On your project just delete the whole NJG Minimap folder and import the new one, sounds like you had an old version (1.4 or so), there are lot of things that has changed since that version. If you only need NGUI you can freely delete the "Mesh version" folder.
I'm working on a new version which each version will have its own package to avoid confussion.
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ok i got it working. i deleted njg + ngui then imported ngui and njg. i had 3 packages in the asset store folder. NJG MiniMap 1 month old (download date). NJG MiniMap (NGUI 3 OnGUI).unitypackage 1 day old. NJG MiniMap (NGUI OnGUI).unitypackage from today. i assume when i have upgraded as the package name changed an old package has still been imported instead of the new ones. so its important to clear the folder or import the right one manually when the name changes.
so my issues are fixed and i now try to get it working as i need it.
do you have a tip for me how to aproach non flat data? i have a sphere/planet and need to map the positions of objects on the surface to a rectangluar map of the planet. where can i hook this in?
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ok i got it working. i deleted njg + ngui then imported ngui and njg. i had 3 packages in the asset store folder. NJG MiniMap 1 month old (download date). NJG MiniMap (NGUI 3 OnGUI).unitypackage 1 day old. NJG MiniMap (NGUI OnGUI).unitypackage from today. i assume when i have upgraded as the package name changed an old package has still been imported instead of the new ones. so its important to clear the folder or import the right one manually when the name changes.
so my issues are fixed and i now try to get it working as i need it.
do you have a tip for me how to aproach non flat data? i have a sphere/planet and need to map the positions of objects on the surface to a rectangluar map of the planet. where can i hook this in?
Glad you got it working :)
Render a texture from a planet like this?.. https://www.assetstore.unity3d.com/#/content/13418
Well I have never tried that before so I dont think would be possible right now, but definitely would be something interesting to make.
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Render a texture from a planet like this?
i have the planet (from the linked package), i have the rectangular texture (non equidistant pixels) and i have the calculation from 3d space into texture space (uv). my question is where do i hook this calculation into that the 3d position of the objetcs is properly recalculated into 2d space. i will play a bit with the components your package offers and have a look where i can place the calculation.
thanks for your help so far and sorry for the "trouble". if you don't explicitely need the different names it might cause less confusion during updating when you keep the names the same.
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Can this render the fog of war generated by the FoW of tasharen ?
I mean : what is seen in the main camera will be sync with the minimap.
Possible ?
Thanks.
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So I have the minimap in my game, but I can't get the Zoom In/Out, Lock, and world icons working around the minimap. It's not recognizing when I'm hovering my mouse over them. I'm using NGUI 3.0.7. I have a seperate camera that i'm using for my NGUI menu system. Could this be causing the issue. i'm sure it's something to do with camera's or depth's i just can't figure it out to save the life of me. Any help would be greatly appreciated.
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Hey hjupter, is this still alive? I could really use something like this, but I don't want to buy something without Unity 5 support.
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I don't know if he still checks this site, but I just spoke with him the other day with a problem I had. His reply was fast and he was pretty helpful. Not sure if he's doing a Unity 5 update as I didn't ask. However, I would imagine he is.
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Tasharen Fog of War system on the Asset store actually received an update adding a minimap a while back. Its example doesn't use NGUI, but displaying it with NGUI is an even easier task. If someone has that package and needs a minimap covered by the fog of war, I can actually provide an NGUI version to go with it.
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Tasharen Fog of War system on the Asset store actually received an update adding a minimap a while back. Its example doesn't use NGUI, but displaying it with NGUI is an even easier task. If someone has that package and needs a minimap covered by the fog of war, I can actually provide an NGUI version to go with it.
looking at the asset list, it isnt apparent that there is a minimap included. because of the poor support from the *other* author, i would purchase this FoW system if a basic minimap was included.
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I'm a bit too busy with Windward's launch date (coming on May 12th). No time to update asset descriptions for now... Afterwards I'll clean them up.