How it works
Northstar is two independent systems, and each tracked object can use one or both.
- Compass or Radar. One
Compass or Radar per scene shows tracked objects around the player at the center. Add TrackedTargetCompassRadar to an object and pick a Tracking Type: Relative Point places its icon at the object’s bearing and distance, and other types point north, point at the target, or show the player’s facing.
- Screen & Edge Overlay and Navigation Bar. The
Northstar Screen Overlay draws an icon over each object with a TrackedTargetOverlay component. When the object leaves the view, the icon can move to the screen edge with an arrow pointing toward it. The optional Navigation Bar shows the same objects on a horizontal compass bar, next to fixed markers like cardinal directions and tick marks.
Add displays from GameObject > Northstar > Create Window. It lists the included styles (17 compasses, 5 radars and 3 navigation bars), allows one compass or radar and one navigation bar, and keeps your player reference when you swap styles. Set the player on the compass or radar and the camera on the overlay, then press Play.
Overlay icons take their look from Northstar Overlay Settings assets: sprites, colors, sizes, distance ranges, and curves that scale or fade an icon with distance. One asset is the default, and any tracked object can use its own and override only the values it needs. We include presets such as Default, Wolf, Locations and Blue Berries, plus over 100 sprites.
Each tracked object has a Target Type, such as “Enemy” or “Objective”. At runtime, override methods change the color, size or opacity of one icon or every icon of a type, and overlay icons can swap sprites: NorthstarOverlay.Instance.SetOverrideColor("Enemy", Color.red). A matching ResetOverride call puts it back.
Extending it in C#
The core classes are meant to be subclassed. Override DistanceText.UpdateText() to change the distance label, or extend OverlayIcon, CompassIcon, Compass, Radar or NavigationBar. You can also add your own component to an icon prefab and read the icon’s DistanceToTarget and PercentToEdge; the demo scene does this for a hold-to-collect progress bar on berry pickups and floating health bars on wolves. TrackedTargetOverlay.OnIconCreated hands you the screen icon as soon as it exists. The scripting documentation covers the rest.
Set it up with an AI assistant
Northstar includes skills that let Claude Code, Codex, Cowork or other AI assistants add displays, mark objects as tracked, swap prefabs, override icon graphics and write custom code. They work with or without Unity AI (MCP): with it, the assistant builds in the open Editor; without it, the assistant writes an editor script with a menu item for you to run.
- Install Claude Code, Codex or Cowork.
- For Claude Code or Cowork, run
bash "Assets/Magic Pig Games (Infinity PBR)/Northstar Tracking System/Claude Skill/install.sh" in your project. For Codex, copy the northstar folder from that Claude Skill folder into .agents/skills in your project.
- Ask “What can you do with Northstar?” to confirm the skills are active.
- Ask for what you want in plain English.