Fog Of War World
The central manager component. There should be exactly one Fog Of War World in your scene. It owns every global fog setting, drives revealer and hider updates, and renders the fog.
FogOfWarWorld is accessible from code as a singleton via FogOfWarWorld.instance.
Setup
See Getting Started: Fog Of War World for adding the component and setting the essential buffer limits.
Properties
The component exposes a large number of properties, fully documented under Configuration → Fog Of War World, organized to match its inspector:
| Inspector section | Reference |
|---|---|
| FOW Rendering Options (General Rendering, Fog Appearance, Extra Rendering) | Rendering Options |
| FOW Sampling Mode | Sampling Mode |
| FOW Texture Options (resolution, hiders, regrow) | Texture Options |
| FOW Bounds | Bounds |
| Configuration and Optimizations | Configuration & Optimizations |
| Utility Options | Utility Options |
Essential Limits
| Property | Type | Default | Description |
|---|---|---|---|
| Max Num Revealers | int | 256 | Maximum revealers active at once. |
| Max Num Segments Per Revealer | int | 128 | Maximum sight segments per revealer. |
| Initial Hider Pool Capacity | int | 512 | Initial hider capacity (auto-resizes, with a hitch). |
| Is 2D? | bool | false | Switches the system to 2D mode. |
| Game Plane | enum (XZ / XY / ZY) | XZ | The world plane the fog is calculated on (3D). |
Scripting
FogOfWarWorld has an extensive public API for runtime control, fog sampling, save/load, and more. See the Fog Of War World API.
using FOW;
// the active Fog Of War World
var fow = FogOfWarWorld.instance;