using UnityEngine; public class VaultMinimapMarker : MonoBehaviour { [SerializeField] private float height = 5f; [SerializeField] private float size = 3f; [SerializeField] private Color markerColor = Color.yellow; private GameObject marker; private void Start() { CreateMarker(); } //private void LateUpdate() //{ // CreateMarker(); //} private void CreateMarker() { marker = GameObject.CreatePrimitive(PrimitiveType.Quad); marker.name = "VaultMarker"; marker.transform.SetParent(transform); marker.transform.localPosition = Vector3.up * height; marker.transform.localRotation = Quaternion.Euler(90f, 45f, 0f); // diamond marker.transform.localScale = Vector3.one * size; int minimapLayer = LayerMask.NameToLayer("Minimap"); if (minimapLayer != -1) marker.layer = minimapLayer; Destroy(marker.GetComponent()); MeshRenderer renderer = marker.GetComponent(); Material mat = new Material(Shader.Find("Sprites/Default")); mat.color = markerColor; renderer.material = mat; } private void OnDestroy() { if (marker != null) Destroy(marker); } }