Setting up a simple roblox minimap gui script

If you've spent any time in Studio lately, you've probably realized that a solid roblox minimap gui script can completely change how a game feels for the player. It's one of those "quality of life" features that people don't really notice until it's missing. Think about it—if you're building a massive open-world RPG or even just a medium-sized tactical shooter, your players are going to get lost. It's inevitable. Giving them a little window in the corner of the screen to see where they are isn't just helpful; it makes the game look way more professional.

Creating one of these from scratch can seem a bit daunting if you're new to Luau, but it's actually pretty straightforward once you break down the logic. You aren't literally recreating the whole world in a tiny box. Instead, you're usually just using some clever UI tricks and a bit of math to translate 3D coordinates into 2D space.

Why bother with a custom minimap?

You might wonder why you should write your own roblox minimap gui script instead of just grabbing a plugin or a free model from the toolbox. Honestly, those are fine for placeholders, but they're often bloated with code you don't need. When you write your own script, you have total control over the aesthetic. You can decide if the map rotates with the player, if it's a circle or a square, and exactly what icons show up for teammates versus enemies.

Plus, free models are notorious for having weird bugs or outdated methods that might tank your game's performance. A custom script ensures that you're only running exactly what's necessary to get the job done. It's about keeping your game lean and mean while giving your players the navigation tools they actually need to enjoy the world you built.

Choosing your map style: ViewportFrame vs. Static Image

There are basically two ways to handle the visual side of your minimap. The first is using a ViewportFrame. This is a relatively modern Roblox feature that lets you render 3D objects inside a UI element. It's cool because it's "live." If a building gets destroyed in the world, it disappears on the minimap too. However, ViewportFrames can be a bit heavy on the CPU and GPU if you're trying to render thousands of parts.

The second method—and the one I usually recommend for beginners or performance-heavy games—is using a static image. You basically take a screenshot of your map from a bird's-eye view, upload it as a Decal, and then use your script to move that image around inside a clipped Frame. It's much faster because the computer only has to move a single 2D image instead of recalculating 3D geometry every frame.

Setting up the UI hierarchy

Before you even touch the script, you need to get your ScreenGui organized. Usually, you'll start with a ScreenGui in StarterGui, then add a Frame that acts as the "border" or the container. Inside that, you'll want another Frame (let's call it the MapContainer) with ClipsDescendants enabled. This is the secret sauce. By enabling clipping, anything inside that frame that moves outside its boundaries becomes invisible.

Finally, you put your map image inside that container. When the player moves forward, your script will move the image in the opposite direction. It's a bit of an optical illusion, but it works perfectly.

The logic behind the script

The heart of any roblox minimap gui script is the math that converts a player's position in the 3D world (X, Y, Z) into a 2D position on your screen (X, Y). Since most maps are flat-ish, we usually ignore the Y-axis (height) entirely.

You need to know two main things: the size of your actual map in Studs and the size of your map image in Pixels. Let's say your world is 1000x1000 studs. If your player is at position (500, 0, 500), they are right in the middle. Your script needs to take that "500" value and tell the UI image to shift accordingly.

Using RenderStepped for smoothness

You don't want your minimap to look choppy. If it only updates once every second, it'll feel laggy and useless. You want to use RunService.RenderStepped:Connect(). This ensures that every single time the player's screen refreshes, the script calculates their new position and moves the map.

It sounds like a lot of work for the computer, but moving a UI element is incredibly "cheap" in terms of processing power. Just make sure you aren't doing anything crazy like Instance.new or complex searching inside that loop. Keep it simple: get position, do math, update UI.

Adding the player icon

A map isn't very useful if you don't know where you are on it. Adding a player icon is usually just a matter of putting a small ImageLabel (like a green dot or an arrow) right in the center of your clipped MapContainer.

The fun part is making it rotate. If you want the map to rotate based on where the player is looking, you have to manipulate the Rotation property of the map image using the CFrame of the player's HumanoidRootPart. It makes the navigation feel way more intuitive—if you turn left in the game, the map spins so that "forward" is always at the top of the UI.

Customizing and adding markers

Once you have the basic movement working, you can start adding the "bells and whistles." This is where a roblox minimap gui script really starts to shine. You can add markers for objectives, shops, or other players.

The logic for markers is basically the same as the logic for the map itself. You take the target's position, calculate the offset from the player, and place an icon at that relative spot on the UI. If you want to get really fancy, you can make the icons stay at the edge of the map if the target is too far away, pointing the player in the right direction like a compass.

Performance considerations

I've seen some people try to put every single tree and rock on their minimap. Please, don't do that. It's a "minimap," not a "miniature replica of the entire universe." Keep the visuals clean. High-contrast shapes work best.

Also, if you're using the ViewportFrame method, consider only rendering major landmarks and the ground. Don't throw every small detail into the frame, or your mobile players will hate you when their phones start heating up like a space heater.

Troubleshooting common issues

If you're writing your script and the map is moving in the wrong direction (like, you move North and the map moves North too, leaving you looking at empty space), you probably just need to flip a plus sign to a minus sign in your math. It's a super common mistake. Remember: if the player moves +10 studs on the X-axis, the map image needs to move -10 pixels (scaled) to keep the player centered.

Another thing to watch out for is the Z-index. Make sure your player icon has a higher ZIndex than the map image, or you'll be wondering why you can't see yourself. It's the little things that usually cause the most frustration.

Wrapping things up

Building a roblox minimap gui script is a fantastic way to learn more about how UI and 3D space interact in Studio. It's a project that gives you immediate visual feedback, and honestly, it's just really satisfying to see that little dot move across the screen for the first time.

Don't be afraid to experiment with different styles. Maybe your game doesn't need a full map—maybe just a radar style works better? Or maybe a top-down view that only appears when you hold a certain key? The beauty of scripting it yourself is that you aren't locked into anyone else's design choices. Take the basic math, get the clipping frames set up, and see where you can take it. Your players will definitely thank you for the extra effort when they aren't wandering aimlessly around your world.