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Quick Information
A real-time circular minimap system for Godot 4 featuring:- 2D & 3D world tracking- Player rotation alignment- Edge clamping system- Icon system using Resources (Color or Texture2D)- Auto-registration via groups- Default icon presetsEasy integration for RPG, FPS and top-down games.
DynamicMinimap System (Godot 4.x)
A real-time circular minimap system for Godot 4 featuring 3D world tracking, player rotation alignment, and edge clamping.
π Version 1.1 Updates
- π¨ Added icon system using the
IconTypefeature (Color or 2D Texture) - π¦ Added default preset icons (automatically loaded from the plugin folder)
- π Added 2D support (unified Node2D + Node3D system)
- π§ Player icon now supports direction rotation
- β‘
- π Objects now strictly depend on group names + IconType mapping
- π― Priority rendering: Texture β Player Drawing β Color feature
- π§ Improved edge fixing system
- π§© Cleaner modular architecture for plugin use
π¨ Icon System (NEW v1.1)
The minimap now uses a Resource-based icon system.
Each tracked object is defined by an IconType, which connects:
- A group name
- A fallback color
- An optional Texture2D icon
βοΈ How it works
Every object MUST:
- Be added to a Godot Group (example:
enemy,item,player) - Have a matching
IconTypedefined in the minimap inspector
π§© IconType Structure
typeβ Group namecolorβ fallback color if no texture existstextureβ optional Texture2D icon
π― Render Priority
- Texture2D (if assigned)
- Player custom triangle icon
- Color fallback circle
π¦ Installation
- Download or clone this repository
- Copy the folder into your project: res://addons/dynamic_minimap/
- Enable the plugin in: Project β Project Settings β Plugins
π Usage
1. Add the minimap to your UI
Instance the minimap scene into your HUD: Minimap.tscn
2. Assign the player
In the inspector: player_node = YourPlayerNode
π Group System (UPDATE)
Grouping is now MANDATORY for tracking.
| Type | Group Name |
|---|---|
| Player | player |
| Enemy | enemy |
| Item | item |
Example:
add_to_group("enemy") to register the object.
βοΈ Settings (UPDATE v1.1)
Settings
player_nodeβ Player referenceradiusβ Minimap sizeworld_scaleβ World scale for the minimap
Behavior
clamp_to_borderβ Keeps objects on the edge of the minimaprotate_with_playerβ Rotates the minimap with the playerenabled_auto_registerβ Scans groups automatically
Icons
iconsβ IconType resource arrayicon_sizeβ Texture icon sizeuse_default_iconsβ Loads standard built-in icons
Debug
show_debugβ Prints debugging information (missing player/groups)
π― How it works
- Converts the world's XZ position into a 2D minimap
- Supports Node2D and Node3D
- Applies player rotation compensation (optional)
- Scales using
world_scale - Fixes objects to the edge when enabled
- Dynamically renders icons based on the IconType system
- Uses group-based tracking for all entities
π§ Notes
- Designed for top-down minimaps or RPG/FPS HUDs
- Works best with consistent world scale
- Optimized for runtime updates
π License
This project is licensed under the MIT License β see the LICENSE file for details.
π€ Author
Created by SkooGamer
π Preview
π₯ Video Demo
A real-time circular minimap system for Godot 4 featuring:
- 2D & 3D world tracking
- Player rotation alignment
- Edge clamping system
- Icon system using Resources (Color or Texture2D)
- Auto-registration via groups
- Default icon presets
Easy integration for RPG, FPS and top-down games.
Reviews
Quick Information
A real-time circular minimap system for Godot 4 featuring:- 2D & 3D world tracking- Player rotation alignment- Edge clamping system- Icon system using Resources (Color or Texture2D)- Auto-registration via groups- Default icon presetsEasy integration for RPG, FPS and top-down games.