I've been messing around with this a bit today trying to figure out how it worked in daggerfall, and one thing I found interesting how it works in large rooms (like the one in castle daggerfall w/ the floating platform) - you can levitate through that room and nothing will show up on your map. I accidentally bumped a banner on the wall, and it showed up on my map, but nothing else did:Interkarma wrote: There will also need to be a utility method to return which section of model geometry the player is standing inside of. I'm not sure how Daggerfall handles this internally, but the implementation in Unity is likely to be different anyway. I can think of a few ways to accomplish this, the simplest being a hit-test, with more complex methods (spatial partitioning) yielding better results.
We'll also need serialization support for which dungeon fragments have been explored, which parts have been clicked to hide, and any notes the player has placed on the map.
It's possibly one of the most wired-up UIs in the whole game, touching a little bit of everything. Fun and exciting.
This is what it looked like when I touched the wall next to the banner:
Another thing I noticed is that daggerfall actually seems to be using the dungeon for the map? If you make something in the dungeon move that is shown on the map (like the floating platform in that room) and look at the map, you can actually see its position update in the map as you open and close the map.