Great game ! I like the fog of war system. That makes exploration challenging and introduces kind of an horror aspect to an otherwise action packed game ! I am trying to implement such a FOW system myself, but running into issues in Unity URP. Did you use the builtin pipeline or the Universal render pipeline for this ?
In general, we used the built-in pipeline, but that was only enabled towards the end of the project.
I think this fog of war system is pipeline-agnostic, although I'm not too sure, still learning about these things. You can find the tutorial we used in the description - uses cameras, render textures and shaders - it felt somewhat straightforward to implement and was actually the first thing implemented after creating an empty project - before anything else.
Thanks for the informative reply ! I was trying to follow the same fog of war tutorial. Unfortunately, URP doesn't have the "clear flags" option in the camera at all. It stacks cameras and passes the buffer in a very different way. So when the frame changes, the red part just clears to be at the centre of the character (instead of all the area they have traversed).
I have scoured the internet, but till now haven't come across any FOW tutorial for URP. I was using 2D lights, hence using URP. But looks like I will switch back to Builtin Pipeline, as FOW is essential to my game.
ah, I see the problem now with the URP. A quick search on the internet didn't yield more than "create a grid and remember the visited data manually". Hopefully not much trouble switching to built-in pipeline - at least fog of war will work as expected.
Comments
Great game ! I like the fog of war system. That makes exploration challenging and introduces kind of an horror aspect to an otherwise action packed game ! I am trying to implement such a FOW system myself, but running into issues in Unity URP. Did you use the builtin pipeline or the Universal render pipeline for this ?
Thanks for the feedback, appreciate it!
In general, we used the built-in pipeline, but that was only enabled towards the end of the project.
I think this fog of war system is pipeline-agnostic, although I'm not too sure, still learning about these things. You can find the tutorial we used in the description - uses cameras, render textures and shaders - it felt somewhat straightforward to implement and was actually the first thing implemented after creating an empty project - before anything else.
What are the issues that you are running into?
Thanks for the informative reply ! I was trying to follow the same fog of war tutorial. Unfortunately, URP doesn't have the "clear flags" option in the camera at all. It stacks cameras and passes the buffer in a very different way. So when the frame changes, the red part just clears to be at the centre of the character (instead of all the area they have traversed).
I have scoured the internet, but till now haven't come across any FOW tutorial for URP. I was using 2D lights, hence using URP. But looks like I will switch back to Builtin Pipeline, as FOW is essential to my game.
ah, I see the problem now with the URP. A quick search on the internet didn't yield more than "create a grid and remember the visited data manually". Hopefully not much trouble switching to built-in pipeline - at least fog of war will work as expected.