CARTOGRAPH
Launched Jun 2026 1.2mo
Updated Jun 2026 1.2mo Active
AnkleBreaker
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Signals
Render pipelines
Description
🗺️ Turn Any Unity Scene Into a Production-Ready Map — Right From the Editor
Stop screenshotting your scene and calling it a minimap.
Stop hand-painting parchment textures in Photoshop for hours.
Cartograph generates stunning map textures from any Unity scene — terrain, mesh-based world, multi-floor dungeon, or top-down capture — and ships them in minutes.
⚙️ Requirements ⚙️
Unity 2022.3 LTS or newer. Built-in / URP / HDRP all supported via the included Material Converter (auto-detects your pipeline on import).
AnkleBreaker.Core is auto-installed on first use via a one-click Dependencies Installer popup. No manual setup.
🧩 4 Generation Modes — One Unified Window 🧩
Capture — top-down realistic camera render with optional post-processing. Perfect for satellite-style or stylized photo maps.
Terrain — reads Unity Terrain heightmaps directly to produce stylized elevation maps with biome coloring from TerrainLayers.
Scanline — geometry-agnostic raycast that works with any mesh setup (ProBuilder, imported prefabs, mixed geometry). The most versatile mode — no special scene structure required.
Interior — multi-floor floor plan generation for dungeons and indoor spaces, with automatic floor detection, NavMesh integration, and per-floor swap at runtime.
🎨 15 Built-In Style Presets 🎨
Beautiful results out of the box — no configuration needed. Each preset is a ScriptableObject you can duplicate and customize.
MapDraw Presets (6) — Parchment (fantasy), Satellite (realistic), TopoIGN (topographic), Stylized Light, Stylized Dark, Flat UI.
Terrain Presets (6) — bundled draw style + terrain detection params for instant heightmap-to-map workflows.
Interior Presets (3) — Classic Dungeon, Clean Blueprint, Dark Cave.
🚀 Why Cartograph? 🚀
4 Modes, 1 Editor Window — The competition is divided into silos (minimap UI, terrain generator, dungeon generator). Cartograph unifies Capture, Terrain, Scanline, and Interior in one coherent UX. Whatever your scene looks like, there's a mode for it.
Geometry-Agnostic Scanline — Raycasts your scene from above and works with any geometry: Unity Terrain, ProBuilder, imported meshes, voxels, mixed setups. Rare on the Asset Store and a huge time-saver for hand-crafted worlds.
Runtime API — Generate Scanline and Terrain maps in Play mode and in standalone builds. Perfect for procedural worlds, seed-based generation, or dynamic level streaming. Most competitors are Editor-only.
Multi-Floor Interior — Multi-level dungeon maps with automatic floor detection and per-floor swap at runtime. Drop your dungeon in, generate, ship..
Zone Sub-Maps — Generate detailed sub-maps for towns, dungeons, regions, all coexisting in the same scene as your global map. Auto zone-swap by tag at runtime.
POIs, Water, Roads, Decor Icons — Runtime POI markers (Global / Zone / Both visibility). Water detection (Sea / Lake / River) with per-type coloring and depth gradient. EasyRoads3D-compatible road and river overlay. Baked Decor Icons with category clustering and partial-split support for dense forests.
Built-In / URP / HDRP — Auto-detects your pipeline and converts materials on import. No separate URP/HDRP versions to maintain, no manual reconfiguration.
✨ 7 Chainable Post-Processing Passes ✨
Layered effects that transform a raw render into a polished, ship-ready map.
- Hillshade — directional lighting with configurable intensity and ambient.
- Slope Shading — angle-based darkening for cliffs and terrain features.
- Ambient Occlusion — depth-based shadow accentuation.
- Contour Lines — topographic-style elevation curves with anti-aliasing.
- Parchment Noise — aged paper texture overlay for fantasy aesthetics.
- Vignette — edge darkening for cinematic framing.
- Forest Overlay — canopy rendering with neighbor-based clustering.
🎮 Made for All Genres 🎮
- RPG / Adventure — hand-painted parchment maps with POIs, fast-travel, and zone sub-maps.
- Dungeon Crawler — auto-generated multi-floor dungeon maps with NavMesh integration.
- Survival / Open-World — runtime-generated satellite maps as your procedural world unfolds.
- Strategy / 4X — tactical top-down captures with zone overlays and live POI markers.
- Sci-Fi / Modern — clean architectural blueprints for facilities and stations.
- Horror / Dark — stylized-dark and cave presets that match your dread aesthetic.
- Mobile / Casual — lightweight FlatUI presets for low-res displays and small build sizes.
📦 What's in the Box 📦
- 4 generation modes (Capture, Terrain, Scanline, Interior) unified in one editor window.
- 15 built-in style presets + 7 chainable post-processing passes.
- Drop-in MapDisplayCanvas prefab — RawImage UI with pre-wired auto-update on generation, zone change, and floor change events.
- RuntimeGenerator prefab + MapTextureRuntimeGenerator component for Play mode and builds.
- POI markers, water detection, road overlay, decor icons with clustering.
- 3 sample scenes covering Terrain, Scanline (no-terrain), and Interior workflows.
- Full PDF reference manual + 7 Markdown guides (generation modes, presets, runtime usage, troubleshooting).
- 29 NUnit tests for core helpers and Burst jobs.
💬 Community & Support 💬
- 🌐 Website: https://www.anklebreaker-studio.com
- 🟪 Discord: https://discord.com/invite/2D36VUmsYN — get help, share feedback, request features
Made with care by AnkleBreaker Studio.
Key features
- Unity version: 2022.3 LTS and newer (including Unity 6)
- Render pipelines: Any (Built-in, URP, HDRP) — auto-detected and converted on import via the built-in Material Converter
- Generation modes: 4 (Capture, Terrain, Scanline, Interior) — runtime supported for Scanline and Terrain only; Capture and Interior are Editor-only
- Dependencies:
From UPM (auto-resolved): Burst 1.8.19, Collections 2.1.0, Mathematics 1.2.0, EditorCoroutines 1.0.0, AI Navigation 2.0.0
From Github: AnkleBreaker Core
A Dependencies Installer window shows up on import to install dependencies easily. - Assembly definitions: 27 asmdef (split per module — Core, Runtime, Capture, Terrain, Scanline, Interior, POI, IconOverlay, PostProcess, Shared, Installer, MaterialConverter, Tests, plus Editor / Jobs sub-assemblies)
- Namespace: AnkleBreaker.MapTexture (root, with per-module sub-namespaces: .Runtime, .Capture, .Terrain, .Scanline, .Interior, .POI, .IconOverlay, .PostProcess, .Core, .Jobs)
- Built-in style presets: 15 ScriptableObject assets (6 MapDraw + 6 TerrainGen + 3 Interior)
- Post-processing passes: 7 chainable (Hillshade, Slope Shading, Ambient Occlusion, Contour Lines, Parchment Noise, Vignette, Forest Overlay) + Elevation Colors, Water (Sea/Lake/River), Coastline Outline, Background/Overlay 9-slice, Auto-Crop, Pixelated Style, custom Material Stack
- Drop-in prefabs: 4 (MapDisplayCanvas, MapDisplayPrefab, MapWaypointIcon, RuntimeGenerator)
- Custom shader: 1 (Hidden/MapTexture/IconStylizeV2 — icon stylization, compatible Built-in / URP / HDRP)
- Burst-compiled jobs: dedicated .Jobs asmdefs for Core, Interior, and Scanline pipelines (coastal BFS, elevation color, forest, mask outline, parchment noise)
- Runtime scripts: ~110 C# files (generation API, display, zones, multi-floor, POI/Decor overlays)
- Editor scripts: ~125 C# files (unified Minimap Generation window, per-mode inspectors, preset creation, Material Converter, Dependencies Installer)
- Runtime API: MapTextureHandlerData event bus (RequestGeneration, OnGenerationCompletedDetailed, OnGenerationProgress, OnGenerationFailed) + MapTextureRuntimeGenerator component
- Editor window menu: Tools → AnkleBreaker → MiniMapGeneration → Minimap Generation (Alt+G generate, Alt+S save)
- Sample scenes: 3 (SampleTerrainScene1, SampleNoTerrainScene, SampleInteriorDungeon)
- Unit tests: 29 (NUnit — 24 functional tests + 5 Burst Jobs tests)
- Documentation: Illustrated PDF reference manual + 7 Markdown guides (quickstart general, quickstart from samples, quickstart from scratch, generation modes, presets, runtime usage, troubleshooting)