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Sub-Maps


Sub-Maps: Detailed Location Views

For Static Map Mode Only

Beyond providing a main map texture for each scene height/layer, the Static Map Mode System offers Sub-Maps to display highly detailed textures for specific locations within your scene. This allows for an enhanced user experience by revealing granular detail in key areas.


How Sub-Maps Work:

Sub-Maps are designed to automatically provide a more detailed view of specific points of interest in your game world.

Automatic Switching:

  • When the player enters a defined Sub-Map Zone (a rectangular bounding box you configure), the Map Interface will automatically switch from the main scene map to display the detailed sub-map texture of that zone.
  • Upon exiting the Sub-Map Zone, the Map Interface seamlessly switches back to the main scene map texture.

Flexible Layering:

A key advantage of Sub-Maps is their independent layering. While your main map might have a single layer (height), a Sub-Map for an indoor location like a multi-story castle can have multiple distinct layers (e.g., Basement, Ground Floor, First Floor, Rooftop), each with its own detailed texture.


Map Point Linking (for Preview):

You can link a standard Map Point to a specific Sub-Map location. When the player clicks on such a linked Map Point on the main map interface, the system will temporarily switch to display the detailed sub-map texture of that zone, offering a preview without the player needing to physically enter the zone.


Setup Guide: Configuring Sub-Maps:

Follow these steps to define and configure Sub-Map zones for your scenes:

  • Navigate to the Scene | Map section within the Map package settings in your Unity Editor.
  • Locate and expand the Detailed Location Sub-Maps settings.
  • Click the Add New Sub-Map button. A new sub-map entry will appear for the currently selected scene.
  • Configure the following properties for your new Sub-Map:
    • (Sub-Map) UID: Enter a unique identifier for this Sub-Map within the current scene. This ID is used for internal referencing and linking.

    • (Sub-Map) Display Title: Provide a descriptive title. This title will be displayed on the Map Interface when the player is inside this Sub-Map Zone.

    • (Sub-Map) Add New Map Layer: Click this button to add map layers specific to this Sub-Map. Set up each layer's properties (e.g., texture resolution, scale, and offset) in the same manner as you would for main map layers.

    • (Sub-Map) Bottom Left Corner Position: The bottom left (-x,-z) point of the Sub-Map zone.

    • (Sub-Map) Top Right Corner Position: The top right (+x,+z) point of the Sub-Map zone.


Baking Sub-Map Textures:

Once your Sub-Map zones and layers are configured, you'll need to bake their detailed textures:

  • Open the Map Generator tool.

  • Locate the Bake for Sub-Map checkbox and enable it.

  • Use the left and right arrow buttons adjacent to this checkbox to browse through the existing Sub-Map locations you've defined.

  • Select the specific Sub-Map you wish to bake the texture for.

  • Proceed to bake the texture for the selected Sub-Map's layers, following the same process as introduced for baking main map textures.

  • After baking, the generated texture will be automatically assigned to the corresponding layers of the selected Sub-Map Zone.


Linking Map Points to Sub-Maps for Preview

To enable interactive previewing of Sub-Maps directly from the main map:

  • Select the MapPoint component on the GameObject you wish to link.

  • Locate and check the Click to open sub-map checkbox within the MapPoint settings.

  • Use the left and right arrow buttons (or dropdown selector, if available) to choose the target Sub-Map Zone that this MapPoint should preview when clicked.