Saving & Loading
You can persist the player's explored fog state and restore it later — for save games, level transitions, or checkpoints.
Important
Saving and loading operate on the fog texture, so they require the Texture Storage fog sample mode (and therefore World Bounds).
Saving
GetFowTextureSaveData() returns a byte[] (PNG-encoded) you can write to disk.
using FOW;
using System.IO;
using UnityEngine;
byte[] data = FogOfWarWorld.instance.GetFowTextureSaveData();
File.WriteAllBytes(Path.Combine(Application.persistentDataPath, "fow.dat"), data);
Loading
LoadFowTextureData(byte[]) restores exploration from a byte array previously created with GetFowTextureSaveData().
using FOW;
using System.IO;
using UnityEngine;
string path = Path.Combine(Application.persistentDataPath, "fow.dat");
if (File.Exists(path))
{
byte[] data = File.ReadAllBytes(path);
FogOfWarWorld.instance.LoadFowTextureData(data);
}
Clearing
To wipe exploration back to the starting state, call ClearFowTexture().