The fog of war is a really interesting mechanic in a game like that. I am curious how that works though. Is it just a ton of colliders and an arc of raycasts from the player to delete them, or did you come up with something more optimized?
It's a tilemap overlaid on the normal map, and the player raycasts out to modify the tilemap. Tilemaps are made to sprawl across a large area, so we tried it out!