How to setup a minimap in multiplayer games? [closed] - unity3d

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I wanted to setup a minimap for my multiplayer game. I am using photon for multiplayer.
Thanks in advance

This question is probably too vague, but the rough strokes of how I would do it would be as follows
Render you scene (or only your environment) from a top down orthographic camera
Write a shader that transforms your player's positions to this camera's screenspace and draws a marker at their position (this can be quite difficult)
Render this out to a texture and display it on a mesh at the top of your screen / UI
This is not something that is super easy to do, you might be better just looking for one on the asset store.
If you have any difficulties then maybe ask another question specifically focusing on the area you're struggling with
best of luck

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Instantiating objects at a random position along the x axis [closed]

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I am making a game where red bullets are coming down on the screen at you, and I have the instantiating part done, but I can't figure out how to make them spawn at a random spot along the top of the screen. I am using Unity.
What you could use is the built in unity function of Random.Range(minValue, maxValue) and than where you spawn the prefab you assign a variable using Random.Range as the x location. Example from Unity Offical API

Why does the animation act like this after exporting from Blender to Unity (.fbx) [closed]

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Hi this is a frame in my animation in blender
blender's animation frame
but when I export it in .fbx it looks like this in Unity
Unity's animation frame
Why does this happen? Do I mess up with blender's export parameters?
EDIT:
I am new to Blender and Unity so please don't be rude :)
These are the files:
file .blend and .fbx
I think you should change quality setting in your skinned mesh renderer
or/and Blend Weights in Project settings
Unity for performance reasons keep amount of bones affecting vertices as low as possible. Default values are AFAIR 1. The best scenario is that every vertex is affected by only one bone, and you should try achieve this in blender. But If you need more bones per vertex you should increase Unity settings accordingly.

How to recognize some parts of the terrain? [closed]

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I created an island and want to check when I reach the island.
How can I add a tag to the island? The island built from a set height of the terrain.
I added a picture for better understanding:
You can bound your island using invisible cubes with colliders as triggers.
You can detect a terrain texture and check if a current texture equals an island's texture - detecting a terrain texture is at a following link: detecting terrain texture

Risk-like game on unity2D [closed]

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Well, I'm new to unity and I'm trying to make a risk-like game, but
I'm struggling in the first steps.
Want I want to do is make dots, that are going to be the conquistable locations, and jointing them with lines to show to the player wich locations are connected together. My problem is: How can I make this lines, that the player must see? How can I position this line using the locations position?
Thanks for the help.
you can use LineRenderer for the same.
Have to give positions list of Vector3 & can create the line.

Why do my trees shine bright white in the background? [closed]

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I am making a location in Unity, and all of my trees shine in the background, then return to their normal color when I get close enough to the,.
It is also not the skybox since when I disable that it still happens. How can I fix this? Why is this happening? Thanks in advance
Turns out you just need to change the Shader to Nature/Soft Occlusion Bark Shader to fix the problem. I found this on the Tree page, where it says:
Trees must use the Nature/Soft Occlusion Leaves and Nature/Soft Occlusion Bark shader. In order to use those shaders you also have to place the tree in a special folder that contains the name "Ambient-Occlusion". When you place a model in that folder and reimport it, Unity will calculate soft ambient occlusion specialized for trees. The "Nature/Soft Occlusion" shaders need this information. If you don't follow the naming conventions the tree will look weird with completely black parts.
Hope this helps!