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. Coverage is a real number your HUD can show - "explored: 51.6%" - and the test suite confirms a radius-10 reveal explores exactly the cells the circle equation predicts. 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. 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.