Current sales News My Tracked Assets Login
Quick Minimap Pro preview

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.

Recorded prices for Quick Minimap Pro 1 price observations from Oct 31, 2026 to Oct 31, 2026. Lowest recorded price $9.99. Exact dates and prices are listed below. $0.00 $5.00 $9.99 Oct 31, 2026: $9.99. Latest store price Oct 31, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 1 recorded price
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$9.99Latest 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.

Unity price last checked .

Prices and availability may change.