# FAQ

#### **Q: The radar or compass isn’t showing any icons. What’s wrong?**

**A:** Make sure the GameObjects you want to appear on the radar or compass have the **Locatable** component attached and a valid **Icon Prefab** assigned. Also ensure their positions are within the **detection range** set on the Radar or Compass or that **Ignore Detection Range** is enabled.

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#### **Q: What’s the difference between the Radar and the Compass?**

**A:** The **Radar** shows objects in a top-down, minimap-like view. The **Compass** shows objects relative to the player’s forward direction, like a navigation bar.

You can use either one - or both - depending on your game’s needs.

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#### **Q: How do I keep the radar from rotating with the player?**

**A:** Select the Radar prefab in your scene and enable the **Lock Rotation** option in the Inspector. This will keep the radar’s orientation fixed.

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#### **Q: Can I show quest markers even if they’re far away?**

**A:** Yes! Enable the **Ignore Detection Range** option on the Locatable component. This makes the icon always visible, no matter how far the object is.

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#### **Q: How do I change the size of icons on the radar or compass?**

**A:** Icon size can be controlled in two ways:

* Use the **Icon Scale** setting on the Radar/Compass prefab.
* Customize the icon prefab itself (e.g., scale the UI image inside the prefab).

For the compass, you can also enable **Distance-Based Scaling** to make icons shrink as they get farther from the player.

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#### **Q: Do I need to assign both the Player and Camera transforms?**

**A:** Yes, both are required for proper icon positioning and direction calculation. The Player is used as the center reference, and the Camera helps calculate angles and screen space for icons.

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#### **Q: Can I use my own custom icons?**

**A:** Absolutely! Just create a prefab with a UI element (e.g., an `Image` component), add the **Locatable Icon** component and then assign it to the **Icon Prefab** field in the **Locatable** component.
