Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $9.99. The latest store price is $9.99, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $9.99 | Latest store price |
About Quick Minimap Pro
- Art & Visuals > UI & GUI
Quick Minimap Pro is a minimap whose geometry is proven, not eyeballed. The projection from world to map pixels is one pure function, its inverse is exact, and both are pinned by tests with hand-computed points - so where an icon sits, what a click means, and where the edge is can never disagree with what the camera shows.
ONE-CLICK RIG
Tools > Quick Minimap Pro > Add Minimap To Scene builds everything: a top-down camera into a RenderTexture, a circular or rectangular panel, an icon layer, a target marker and a fog overlay. Assign your player and you have a working minimap.
TWO MODES, ZOOM, FOLLOW OR FIXED
North-up, or rotating so the player's heading points up. Zoom from code or hotkeys. Follow the target, or watch a fixed area of the world.
ICONS THAT TELL THE TRUTH
Add a MinimapIcon component to anything. The view projects it every frame with the same math the camera uses. Off-map icons either clamp to the edge at their exact bearing - verified against a 3-4-5 triangle, direction preserved to a millionth of a radian - or hide entirely. They never lie about direction.
CLICK-TO-WORLD
A map click runs the exact inverse projection. One line gives you move-to-click: OnMapClicked = world => agent.SetDestination(world). Verified by inverting 2000 random points, rotated and zoomed, with sub-millimeter worst-case error.
FOG OF WAR YOU CAN MEASURE
A serializable grid the revealer clears as it moves, covering whatever square of the world you set - your whole level, not just what the map window shows. Coverage is a real number your HUD can show - "explored: 51.6%" - and a test confirms a radius-10 reveal clears exactly the cells the circle equation predicts: 316 on a 1-unit grid. The grid round-trips through JSON with your save system.
IMPORT-SAFE INTO ANY PROJECT
The asset needs uGUI (which ships with Unity). If uGUI is missing, the assemblies gate themselves off - zero compile errors - and a dependency-free Setup window offers the one-click install. Both project shapes are verified headlessly.
THE DEMO
Tools > Quick Minimap Pro > Build Demo Scene: a little town, a patrolling explorer you can take over with WASD, chests pinned to the map rim, enemies that hide when out of range, M to toggle rotating mode, +/- to zoom, and a live explored-percentage readout as the fog clears.
HONEST LIMITS
The map is a ground-plane projection: world Y is ignored by design, so multi-floor interiors need one view per floor. The fog is coverage, not line of sight - walls do not block revealing - and ground outside the fog area you set stays fogged; the console says so if the player walks out of it. These limits are in the README, not waiting in your reviews.
WHAT IS IN THE PACKAGE
Full C# source. Runtime with no dependencies beyond uGUI, works on Built-in, URP and HDRP. Rig builder, demo scene builder, Setup window, README and CHANGELOG.
ONE-CLICK RIG
Tools > Quick Minimap Pro > Add Minimap To Scene builds everything: a top-down camera into a RenderTexture, a circular or rectangular panel, an icon layer, a target marker and a fog overlay. Assign your player and you have a working minimap.
TWO MODES, ZOOM, FOLLOW OR FIXED
North-up, or rotating so the player's heading points up. Zoom from code or hotkeys. Follow the target, or watch a fixed area of the world.
ICONS THAT TELL THE TRUTH
Add a MinimapIcon component to anything. The view projects it every frame with the same math the camera uses. Off-map icons either clamp to the edge at their exact bearing - verified against a 3-4-5 triangle, direction preserved to a millionth of a radian - or hide entirely. They never lie about direction.
CLICK-TO-WORLD
A map click runs the exact inverse projection. One line gives you move-to-click: OnMapClicked = world => agent.SetDestination(world). Verified by inverting 2000 random points, rotated and zoomed, with sub-millimeter worst-case error.
FOG OF WAR YOU CAN MEASURE
A serializable grid the revealer clears as it moves, covering whatever square of the world you set - your whole level, not just what the map window shows. Coverage is a real number your HUD can show - "explored: 51.6%" - and a test confirms a radius-10 reveal clears exactly the cells the circle equation predicts: 316 on a 1-unit grid. The grid round-trips through JSON with your save system.
IMPORT-SAFE INTO ANY PROJECT
The asset needs uGUI (which ships with Unity). If uGUI is missing, the assemblies gate themselves off - zero compile errors - and a dependency-free Setup window offers the one-click install. Both project shapes are verified headlessly.
THE DEMO
Tools > Quick Minimap Pro > Build Demo Scene: a little town, a patrolling explorer you can take over with WASD, chests pinned to the map rim, enemies that hide when out of range, M to toggle rotating mode, +/- to zoom, and a live explored-percentage readout as the fog clears.
HONEST LIMITS
The map is a ground-plane projection: world Y is ignored by design, so multi-floor interiors need one view per floor. The fog is coverage, not line of sight - walls do not block revealing - and ground outside the fog area you set stays fogged; the console says so if the player walks out of it. These limits are in the README, not waiting in your reviews.
WHAT IS IN THE PACKAGE
Full C# source. Runtime with no dependencies beyond uGUI, works on Built-in, URP and HDRP. Rig builder, demo scene builder, Setup window, README and CHANGELOG.