Table of Contents

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, organized by inspector section. Each section has a dedicated reference page:

Section Reference
Fog type, fade curve, blend mode, softening, distance Configuration: Rendering
Appearance modes, color, pixelation, dithering, invert, arc leaking Configuration: Appearance
Pixel-Perfect vs Texture sampling, hider sampling, fog texture resolution Configuration: Sampling Mode
Fog regrow and revealer fade in/out Configuration: Regrow & Fading
World boundary definition and black-out Configuration: World Bounds
Update modes, spatial acceleration, staged uploads, buffer limits Optimization

Essential Limits

Property Type Default Description
Max Possible Revealers int 256 Maximum revealers active at once.
Max Possible Segments Per Revealer int 128 Maximum sight segments per revealer.
Max Possible Hiders int 512 Maximum hiders (auto-resizes, with a hitch).
Is 2D? bool false Switches the system to 2D mode.
Game Plane Orientation 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;