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Fog, Vision & Line of Fire

Visibility states

State Presentation
Unexplored Opaque fog; enemies and environment are concealed
Explored Dark memory fog; enemies remain hidden
Visible Fog fades out and live units/environment are shown

The fog presenter supports reveal color, edge softness, fade duration, explored environment tint, and upper-floor visibility.

Tile-based vision

GridLineTrace samples intermediate cells between observer and target. A cell marked BlocksVision stops both vision and line of fire.

Baked lookup is O(1), so runtime vision does not require one collider per authored blocker.

Multi-level fog

Level 0 receives complete fog coverage. Upper levels generate fog only around playable surfaces and vision blockers, avoiding floating fog across empty layers.

Environment renderers under [Tactical Map] are mapped to grid cells. Unexplored environment is hidden; explored environment receives a dark memory tint.

Authoring recommendation

  • Use Restricted for low cover footprints and decoration.
  • Use Vision Blocker for buildings, thick walls, and opaque terrain.
  • Split very large building models into logical child renderers for the best partial reveal behavior.