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RTS Interlude #3: Showing our updated minimaps in the menu (Unity/C#)

5 min readFeb 4, 2022

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⬅️ Tutorial #47: … and loading back our game scene data! | TOC | Tutorial #48: Various fixes, improvements and clean-ups ➡️

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🚀 Find the code of this tutorial series on my Github!

In the last two episodes of the Unity RTS tutorial, we saw how to use binary serialisation to save and reload our game scene data. We can now create new game sessions, play for a while, save the current game state and then restore it later. We’ve even added a new panel in our main menu to list all available game saves and reload a previous session.

But, for now, those game saves don’t show the proper minimap! At the moment, we are simply using the base minimap from the reference map itself, but it doesn’t take into account the game context: we don’t see the units, or the fog of war…

Luckily, we’ve already prepared a tool to quickly get a capture of our minimap a while ago — so we just need to call it at the right time, save a picture to the disk along with the rest of the game data and then reload it in the main menu’s load panel :)

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Mina Pêcheux
Mina Pêcheux

Written by Mina Pêcheux⁠

I’m a solo game dev & content creator. I love to make and talk about games (and also 3D and music)! Find me at: https://minapecheux.com :)

Any Programming
Any Programming

Published in Any Programming

Practical software engineering across every stack from C# and .NET to Python, TypeScript, Go, and Rust. Hands-on tutorials, system design, design patterns, DevOps, and AI-assisted development, with working code you can actually run. By developers, for developers.