FAQ
beginner faqCompass Navigator Pro 3 · Troubleshooting & FAQ
Which render pipelines are supported?
Compass Navigator Pro 3 works with Built-in, URP and HDRP. In HDRP, set the TopDownCamera's Volume Mask to Nothing to avoid post-processing artifacts on the mini-map.
What is the minimum Unity version?
Unity 2022.3 LTS or later.
Can I use multiple compass instances?
Yes, up to 4 simultaneous instances. Each instance has its own Compass Group and Viewport Rect. See Multiple Compass Instances.
How many POIs can I have?
There is no hard limit. For large numbers (hundreds or thousands), enable the Area of Interest system for efficient culling. See Performance Tips.
How do I use my own compass bar art?
Set the Style to Custom in the inspector, then replace the sprites in the CompassNavigatorPro hierarchy. See Custom Art.
Can I save and restore the fog of war state?
Yes. Use fogOfWarTextureData to read and write the fog pixel data. See the Fog of War and Scripting Support (C#) pages.
How do I show a POI on screen but not on the compass bar?
Set the POI's Visibility on Compass Bar to Hidden and enable Show On-Screen Indicator.
Does it work with TextMeshPro?
Yes. All text elements (POI titles, reveal text, distance labels) use TextMeshPro.
How do I upgrade from Compass Navigator Pro 2?
Remove the previous version completely before importing version 3. The architecture has been redesigned (multiple instances, Area of Interest, scan system) but the core CompassProPOI component is compatible.
Is this asset compatible with Unity 6?
Yes. All Kronnect assets are fully compatible with Unity 6. The minimum supported version is Unity 2022.3 LTS, and this includes Unity 6 and any newer releases.
How can I adjust the minimap circular frame to fit the map size properly, including reducing the map size or adjusting the border scaling?
You can make the circle mask smaller by modifying the texture so it fits inside the frame. Additionally, use the Border setting to add padding that keeps icons at the border within the circle area and prevents them from overlapping the frame.
Why does the minimap position reset to outside the camera after moving it manually in the fullscreen view?
Don't manually move the minimap in the scene. Instead, use the inspector settings in the minimap section under 'Style & Design'. You can either choose a corner position (which the asset positions automatically) or set it to manual position mode and configure the position through the inspector settings rather than by dragging the object in the scene.
How do I set up Compass Navigator Pro to work with a player that is spawned dynamically after the game has started in a server/client system?
Instantiate the compass prefab when the player is instantiated in the scene. The compass will automatically look for Camera.main if no camera or transform is set to the cameraMain and follow properties. Alternatively, you can set these properties via scripting after instantiation. If your camera uses a custom tag (not 'Main Camera'), use the 'Hide If No Camera' option in the latest beta, which toggles the Compass Navigator Pro UI on/off until a valid camera is present.
Why can't I create a prefab from the Compass Navigator asset, and what's the workaround?
The asset cannot be saved as a prefab because it needs to dynamically create and delete children (like POIs), which is not allowed in Prefab mode. The asset automatically unpacks when added to the scene. As a workaround, create a component preset instead, which works effectively for reusing configurations.
How can I use multiple map displays with different styles in the same scene?
You can add two compass bars to the scene with different map styles at different positions. For example, you can have a radar and a mini-map simultaneously. You can then specify which POIs (Points of Interest) display on the radar versus the mini-map. However, it's not possible to have two mini-maps at the same time.
How do I make a boss icon always visible on the minimap and prevent it from disappearing due to distance?
Set the POI visibility in minimap to 'Always' and enable the 'Clamp Position' option to keep it at the borders of the minimap.
How do I fix the compass minimap only working for the first player in a multiplayer game with multiple login accounts?
The compass is a UI component that should only be enabled for the local player on each client. Disable the compass gameobject in your player prefab by default, then enable it only for the local player using a conditional check like: if (isLocalPlayer) compass.SetActive(true); Add this logic to a script on the player prefab that runs on clients. This ensures each client's compass tracks only their own player.
What is a good approach for automatically assigning unique IDs to POI when using prefabs?
Add a script to your prefab with the following code in the Start method: compassProPoi.id = Random.Range(-int.MaxValue, int.MaxValue); This ensures each instantiated POI gets a unique ID automatically. Note: This has been improved in the latest beta version, which automatically generates new IDs when duplicating objects.
Why does compass-navigator use DestroyImmediate instead of Destroy, and will changing it to Destroy cause issues?
DestroyImmediate is used because Destroy cannot be used in edit time and caused issues with pooled objects in the past. If you need to avoid DestroyImmediate errors when destroying POIs during trigger contact, you can use Invoke to delay the destruction by one frame: Invoke("DestroyIt", 0).
How do you control the world capture size when using time interval capture mode to allow players to drag across a larger landscape area?
Under Maximized Mode Settings, you have World Center & Size settings that control the capture area. Increasing the world size will make the screenshot capture a larger area around the player, which can then be dragged across in the fullscreen map.
How are compass-navigator events now handled and can they be configured in the inspector?
All events have been changed from Action delegates to UnityEvents, which enables full serialization support and allows events to be wired directly in the Compass inspector without writing code.
How can I display a health pickup point on the map when the player's health drops below a certain value?
Enable the pickup gameobject that contains the Compass Pro POI component. When enabled, it will automatically appear in the map or compass depending on your settings.
How can I create a scale animation or heartbeat effect on minimap icons?
Use the poi.miniMapIconImage property (for the icon in the minimap) or poi.miniMapIconImageRT property (for the transform) to change the scale. Alternatively, you can trigger a beacon or circle in the radar for visual effects.
How can I manually trigger the OnPoiVisited event for a POI without relying on the automatic collision detection?
You can manually set the visited state of a POI by changing the visited property of the CompassProPOI component to true. The developer provided an update that adds a method to manually set a POI as visited, which can be triggered through action lists and will display the visited icon configured in the POI component inspector.
How can I fix flickering when using the compass navigator in continuous mode?
The flickering in continuous mode is by design - captured pixels are either fully rendered or not, causing tiny jumps when zooming with low resolution. To avoid this, keep the resolution at 512 and set Snapshot Frequency to 'Distance Travelled' (with distance set to 10 or similar). This internally handles panning and avoids stuttering. Using Distance Travelled is recommended over continuous mode.
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