Overview
Completely rewritten from scratch. The new architecture is designed for performance and extensibility. Core logic is now decoupled from UI visuals, featuring a built-in pooling system.
What's Inside?This package creates a unified system for:
- World Markers: Quest, Enemy, Loot, etc. (On-screen & Off-screen).
- Damage Indicators: Directional damage feedback.
- Compass Bar: Integrated navigation bar.
Key Features (v2.0):
- Solid Architecture: Mathematical logic is decoupled from the UI layer.
- High Performance: Built-in Object Pooling ensures zero runtime allocations.
- Central Control: Manage everything via a single WMController.
- Extensible: Inherit from the BaseMarker class to create your own types.
- Ready-to-Use: Includes presets for Name, Distance, Slider (HP), and Enemy markers.
- Compass Sync: Auto-add markers to the compass with a simple boolean check.
Setup: Just drag the WMCanvas to your scene and you are ready to go.