In-world guidance to a destination: a floor trail that follows walkable ground, guide and screen-edge arrows, a destination marker and a minimap route — every part restylable, with presets per quest.
Waypoints & Guidance
Guidance is what leads a player to where they are going: a trail on the ground, an arrow at their feet, an arrow on the edge of the screen, a marker standing on the destination, and the same route drawn on the minimap. Five parts, each on or off on its own, each with its own art, color, size, glow and motion — so guidance in your game looks like your game.
Out of the box an untouched world already guides: a dotted trail, a ring on the destination and a screen-edge arrow, toward the player's tracked quest.
What Guidance Leads To#
| Destination | When it applies |
|---|---|
| Quest objective | The tracked quest's next objective that has a place — an NPC to talk or deliver to, a location to reach, the nearest creature to hunt. |
| Quest turn-in | The NPC to hand the quest in to, once every objective is done. |
| Player's own pin | A pin the player drops by clicking the minimap or the map screen. One pin; clicking it again picks it up. |
| Event waypoint | A place an event points the player at with the Set Waypoint command. |
When more than one is live, an event waypoint wins, then the player's pin, then the tracked quest.
The trail follows ground the player can walk. It bends round walls, cliffs and water instead of pointing through them, and re-routes when the player wanders off it. The guide arrow points along the trail's next step, so it turns the corner before the player does.
Across maps. When the destination is on another map, guidance leads to the exit that starts the shortest route there. Once the player is through, the next map points them on, all the way.
Where to Author#
- UI / HUD Editor → Minimap → Waypoints — the looks, the presets, which destination gets which look, and the rules.
- Quest editor → Setup tab → Waypoint style — one quest's look. Objectives tab → Waypoint style — one objective's look.
- Event editor → Scene & Map → Set Waypoint / Clear Waypoint — point a player somewhere from an event.
Set It Up#
- Open UI / HUD Editor → Minimap and switch to the Waypoints view.
- Look being edited starts on World style — what guidance looks like unless something says otherwise. Each part below it has its own On / Off.
- Click a part to open it and shape it. The Preview on the right plays the look on a path that goes round a wall, so you see the spacing, the flow and the arrow's bearing as you change them.
- For a second look, press + New preset, name it, and change only what should differ. Presets you might want: a gold trail with a beam for the main quest, a quiet arrow with no trail for side errands.
- Under Which look each destination gets, pick a look and a color for each kind of destination.
- Under What gets guidance, decide whether the tracked quest, the player's pin and event waypoints guide at all, and how close counts as arrived.
- Save, then publish the UI config.
Give one quest its own look#
- Open the quest. On the Setup tab, set Waypoint style to a preset, to World default, or to No guidance.
- For a single objective, open the Objectives tab, expand the objective, and set its Waypoint style. Same as the quest follows step 1.
These save the moment you pick — there is nothing else to press.
Point a player somewhere from an event#
- In the event editor add Scene & Map → Set Waypoint.
- Choose Lead the player to: a tile on a map, a Location, or an NPC.
- Optionally give it a Label and a Style (one of your presets).
- Add Clear Waypoint wherever the waypoint should end early. It also ends by itself when the player arrives.
The Parts#
Every part has On / Off, and every color can be left clear to follow the destination's color (and, with that clear too, your HUD theme's accent).
Floor trail#
| Field | What it does |
|---|---|
| Made of | Dots, dashes, footprints, chevrons, or your own image. |
| Your image | One trail piece, drawn pointing right. Used when Made of is Your own image. |
| Color | Tint. |
| Piece size | 4–64 px. |
| Spacing | Tiles between pieces, 0.25–4. |
| Opacity | 5–100%. |
| Blend | Normal, Glow (add) or Soft glow (screen). The glow blends make bright trails that read on dark ground. |
| Flow toward the destination | Pieces drift along the trail toward the goal. |
| Flow speed | Tiles per second. |
| Shown ahead | How much of the path is drawn in front of the player. 0 = the whole path. |
| Fade at both ends | Pieces fade in near the player and out at the far end of what is shown. |
Guide arrow#
| Field | What it does |
|---|---|
| Where | On the ground, a step ahead or Floating over the player. |
| Your image | An arrow drawn pointing right. |
| Color, Size, Opacity, Blend | Its look. |
| Glow | A soft halo behind it. 0 = none. |
| Motion | Still, Bob or Pulse, and its speed. |
Screen-edge arrow#
| Field | What it does |
|---|---|
| Your image, Color, Size, Opacity, Glow | Its look. |
| Distance from the screen edge | How far in from the rim it sits. |
| Distance text | Show how far there is left to walk, beside the arrow. |
| Distance written as | "24 tiles", "24 m", "24 steps" or "24". |
| Text size, Text color | The distance text's look. |
It appears only while the destination is out of view, and hides as soon as it is on screen.
Destination marker#
| Field | What it does |
|---|---|
| Ring on the ground | A ring on the destination tile. Your ring image replaces the built-in one; Ring radius is in tiles. |
| Beam of light | A pillar rising from the destination, visible from far away. Your beam image is drawn standing on its bottom edge; Beam height and Beam width are in px. |
| Color, Opacity, Blend, Glow | Its look. |
| Breathe | The ring and beam pulse slowly, at Breathe speed. |
| Name of the place | Show the destination's name above it. |
| Distance text | Show the distance left under the name, in the format and text style you pick. |
Minimap route line#
| Field | What it does |
|---|---|
| Color, Line width, Opacity | Its look. |
| Dashed | A dashed line instead of a solid one. |
Drawn on the minimap and on the map screen, along the same path as the trail.
Presets and Who Gets Which#
A preset is a named look. It starts as a copy of the world style and keeps only what you change, so re-tuning the world style later carries into every preset except where it differs. Duplicate copies one; Reset to the world style empties it; Delete removes it.
The most specific choice wins:
- a Style set on a Set Waypoint command, or an objective's Waypoint style;
- the quest's Waypoint style;
- the look picked for that kind of destination;
- the world style.
No guidance at any level means that destination is not guided at all.
| Field (per destination kind) | What it does |
|---|---|
| Look | World style, one of your presets, or No guidance. |
| Color | That kind's color, used by every part that has no color of its own. Clear = your HUD theme's accent. |
Rules#
| Field | What it does |
|---|---|
| Guidance | The master switch for this world's guidance. |
| Guide to the tracked quest | Lead to the tracked quest without the player asking. |
| Players can drop their own pin | Allow the click-to-pin on the minimap and the map screen. |
| Events can set a waypoint | Honor the Set Waypoint and Clear Waypoint commands. |
| Arrived within | Tiles from the destination that count as arrived, 0.5–12. Guidance stops there; a pin or an event waypoint is used up. |
| Players may switch off / Always as authored | Per part: whether players get a switch for it under Settings → Interface → Guidance. |
| Sound when a waypoint is set / Sound on arrival | Any sound from your Sounds page, or silent. |
What Players Get#
- Tracking. Guidance follows the quests pinned to the player's tracker (the quest log's track button). With nothing pinned it follows their first accepted quest that has somewhere to go.
- Their own pin. A click on the minimap or the map screen drops a pin; a click on the pin, or Clear your pin at the top of the map screen, removes it. It is also used up on arrival. The pin is remembered per character on that device.
- Switches. Settings → Interface → Guidance has one switch per part, for the parts you allow.
- Reduced motion. With Reduced Motion on, the trail stops flowing and nothing bobs or pulses.
Gotchas#
- The trail is drawn on what the player's game knows of the map. Ground they have not been near is known only roughly until they get close, so a far-off trail can cut a corner it later corrects. Across ground it has never seen at all it runs straight, and fixes itself as the map streams in.
- A very long or walled-off route ends in a straight stretch. The search for a path is capped; past the cap the trail goes as far as it found and then points straight at the goal. It re-searches as the player gets closer.
- Guidance needs a place. Collecting, crafting, using an item and objectives advanced by an event have no single spot, so they get no guidance. A "reach this place" objective needs a placed Location marker, or it only knows which map.
- Another map needs a known way there. Portals, border crossings, and events that run Transfer Player to a fixed tile on another map all count as exits. A transfer whose destination comes from a variable cannot be read ahead of time, so a map reachable only that way cannot be routed to — guidance simply does not appear.
- An event waypoint lasts for the play session. It is not saved with the character; if a quest step depends on one, set it again from an autorun page that checks the same switch.
- Set Waypoint to an NPC follows the NPC while they are in view, and points at where the server last saw them otherwise.
- A preset chosen somewhere and later deleted falls back to the next level down. The Waypoints view lists these under "Worth a look".
- "Your own image" with no image picked draws the built-in dots, and is listed under "Worth a look".
- Images point right. Trail pieces and arrows are turned to face along the path; draw them facing right or they will travel sideways.
- Publish to see changes. Looks and rules are part of the UI customization document and reach players on the next UI config publish. Quest and objective styles save immediately but reach players the same way.
- The whole system sits behind the Waypoint Guidance feature flag. Off = nothing is drawn, the pin cannot be dropped, the Set Waypoint command does nothing, and this editor view, the quest editor's Waypoint style fields and the two event commands are hidden. Everything you authored is kept.