🎨
UVC
  • Introduction
  • Installation
    • Installing in New Project
    • Installing in Existing Project - SCK
    • Installing in Existing Project - MCK
  • Space Combat Kit Tour
  • Mech Combat Kit Tour
  • Player Setup
  • Vehicle Framework
    • Game Agents
    • Vehicles
    • Modules
      • Module Mounts
      • Modules
      • Module Types
      • Module Attachments
      • Display Module On UI
      • Module Managers
  • Input
    • General Input
    • Vehicle Input
    • Rewired Integration
  • Player/AI
  • Spaceships
    • Speed UI
    • Space Fighters
    • Capital Ships
  • Mechs
    • Speed UI
  • Vehicle Control Animations
  • Character Enter/Exit
  • Camera
    • Camera Setup
    • Vehicle Setup
    • Secondary Cameras
    • Death Camera
  • Weapons
    • Framework
      • Triggerables System
      • Weapon System
    • Vehicle Setup
      • Vehicle Weapons
      • Cursor Aiming
    • Projectile Weapons
    • Beam Weapons
    • Missile Weapons
    • Resource Handling (Ammo/Heat)
    • Turrets
    • HUD Weapon Info
    • Health Modifier Volumes
  • Radar
    • Radar Setup
    • Target Setup
    • Target Selectors
    • Trackable Types
    • Improving Radar Performance
    • Target Notification
    • Radar Audio
  • Health
    • Health Framework
      • Health
      • Damageable
      • Damage Receiver
      • Health Modifier
      • Health Types
      • Health Modifier Types
      • Surface Types
    • Vehicle Setup
    • Damageable Object Setup
    • Detonators
    • Health Recharge
    • Health UI
    • Energy Shield
    • Damageable Module Linkers
  • HUD
    • HUD Basics
    • HUD Manager Setup
    • Custom HUD Components
    • HUD Module Display
    • Camera View Management
    • HUD Cursor / Reticle
    • Weapon UI
    • Resource Container UI
    • 2D Radar
    • 3D Radar
    • Target Boxes
    • Target Holograms
    • Minimaps
    • HUD Distance Lookup
  • Loadout
  • AI - Space Combat Kit
    • AI Setup
    • AI Spaceship Behaviours
  • AI - Mech Combat Kit
  • Game States
  • Teams
  • Floating Origin
  • Object Pooling
  • Menus
    • Creating Menus
    • Button Controllers
  • Rumbles
  • Rigidbody Characters [WIP]
  • Utilities [WIP]
    • Object Triggers
    • Shadow Caster Doubles
    • Gimbals
    • Game State Post Process Enabler
  • Objectives
  • Resources System
    • Resource Containers
    • Resource Handlers
    • Resource Container Triggers
    • Module/Vehicle Resource Usage
    • UI
  • Cutscenes
  • URP Upgrading
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  • Setup
  • Creating 3D Radar Widgets
  • Zoom

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  1. HUD

3D Radar

Setup

To add 3D radar to a vehicle:

  1. Add a HUD Radar component anywhere on the vehicle

  2. Open the inspector and drag the vehicle's Tracker component into the Trackers list

  3. Set the Widget Parent (this is the parent for all the radar widgets that appear to represent targets)

  4. Set the Default Radar Widget. This must be a prefab with a HUD Radar Widget component attached. We'll create them below but for now you can add one from the demos such as the Radar Widget 3D prefab

  5. Set the Equator Radius. This is how far the widgets move from the center of the radar when a target is at maximum radar range (i.e. the size of the 3D radar)

  6. Set Display 2D to False/unchecked

Now your 3D radar will display targets.

Creating 3D Radar Widgets

To create a new 2D radar widget:

  1. Create a new game object

  2. Add a HUD Radar Widget component

  3. Add a UI Color Manager component

  4. Open the inspector of the HUD Radar Widget component and drag the UI Color Manager you added above into the Color Manager field.

  5. After creating the visual style of the widget (including the foot and leg), open the inspector of the UI Color Manager component and drag all the images/renderers that make up the widget into their respective lists.

  6. Drag the widget into the Project tab to create a new prefab

  7. Go to any HUD Radar component and drag the prefab into the Default Radar Widget field (or create an override for a specific target type)

Zoom

You can control the zoom on a 3D radar using the following code, with reference to the HUD Radar component:

// Set zoom 0 - 1 (0 is no zoom, 1 is max zoom)
myHUDRadar.SetZoom(someZoomValue);

Previous2D RadarNextTarget Boxes

Last updated 2 years ago

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