Skip to content

Image Minimap

The Image Minimap widget displays a pre-rendered map image or RenderTexture in the UI and places tracked targets as blips on top of it.

It is a good fit when you already have map artwork, a rendered map texture, or a custom camera feed and want PlayMaker to handle the tracked target UI.

TODO: Screenshot

Image Minimap Component

Add Component -> PlayMaker -> Widgets -> Image Minimap

Field Description
Indicator Panel The main RectTransform area used by the minimap. The map image is fitted inside this panel.
Content Root Optional root used for both the map image and spawned blips. If left empty, the widget uses Indicator Panel.
Map Image RawImage used to display the source texture or RenderTexture.
Plane Which world-space plane is projected into the minimap: XY or XZ.
World Min Lower-left world-space point mapped to the minimap image.
World Max Upper-right world-space point mapped to the minimap image.
Default Prefab Fallback UI prefab used for blips when a target is added without a prefab override.
Hide Outside Map If enabled, blips are hidden when their projected position falls outside the configured world bounds.
Follow Target Optional target used to center the visible minimap window.
Map Scale Zoom level for the visible minimap window. 1 shows the full map, higher values zoom in.
Origin Optional transform used as the rotation source for the minimap.
Rotate With Origin If enabled, rotates the minimap content using the assigned origin.

How It Works

Image Minimap projects world positions into a 2D map area using configurable world bounds.

When the widget updates, it:

  1. Fits the assigned map image inside the indicator panel while preserving its aspect ratio.
  2. Converts each tracked target position into a normalized point between World Min and World Max.
  3. Places a UI blip at the matching position on the map image.
  4. Optionally recenters the visible map around a follow target.
  5. Optionally rotates the map using an origin transform.

This makes it useful for:

  • hand-drawn world maps
  • static overview maps
  • RenderTexture minimaps
  • world-space monitors
  • top-down or side-view maps that do not use Tilemaps

Prefab Requirements

Blip prefabs must:

  • Use a RectTransform as the root
  • Work under the minimap's indicator panel or content root
  • They can also include Images, TextMeshPro, layout components, and simple animations or effects

Tip

The easiest way to make the prefab is under the canvas in the scene, so you can see it in context, then turn it into a prefab.

Use FSMs to customize the UI based on the target:

Add a Target Object component to the prefab root to store information about the target.

Use Target Widget Get Target to get information from the Target Object component.

Using this data, you can create UI like:

  • Different blips for enemies, allies, objectives, or loot
  • Minimap labels or status icons
  • Animated pings or markers
  • Distance or state-based visuals

Actions

Image Minimap uses both the shared Target Manager actions and minimap-specific actions:

Setup Steps

  1. Create a UI panel for the minimap.
  2. Add a RawImage for the map display.
  3. Add Image Minimap to a GameObject.
  4. Assign Indicator Panel and Map Image.
  5. Choose the correct Plane for your world.
  6. Set World Min and World Max to match the map coverage.
  7. Assign a default blip prefab with a RectTransform root.
  8. Optionally assign Follow Target for a scrolling minimap.
  9. Optionally assign Origin and enable Rotate With Origin.
  10. Use TargetManager Add Target to add tracked targets at runtime.

Example Uses

Static full-map overlay

  • Follow Target: off
  • Rotate With Origin: off
  • Map Scale: 1

This shows the full map image as a fixed overview.

Player-following world map

  • Follow Target: player
  • Rotate With Origin: off
  • Map Scale: 2 or higher

This creates a centered scrolling minimap over a large world image.

Rotating cockpit or scanner display

  • Plane: XZ
  • Follow Target: player
  • Origin: player
  • Rotate With Origin: on
  • Map Scale: 2 or higher

This behaves more like an action or vehicle minimap where the display rotates with the player direction.

Tips

  • If blips do not line up with the map image, double-check World Min, World Max, and Plane first.
  • If you want a full-map view, leave Follow Target empty and keep Map Scale at 1.
  • If targets disappear unexpectedly, check whether Hide Outside Map is enabled and whether the targets are outside the configured bounds.
  • A separate Content Root is helpful when you want to rotate or animate the minimap content without affecting the surrounding UI frame.