Fog of War competitive visibility shown in a Unity game view

Fog of War

Available now

Make visibility part of gameplay.

Build deterministic line of sight, persistent exploration, and competitive concealment, with URP presentation and optional networking adapters.

Fab AvailableUnity Asset Store In review

Version 26.9.0 · Watch the 15-second visibility demo

  • Unity6000.0+
  • DisplayURP
  • World plane3D XZ
  • VisibilityDeterministic
  • ExplorationPersistent
  • NetworkingOptional adapters

See it in action

Watch a door change visibility

15-second visibility demo · silent · plays when you choose.

Read the video description

An orange observer stands in the left room. The central red door begins closed, opens around 4.5 seconds, and closes again around 10.5 seconds. Visibility changes through the doorway as the obstacle moves. The clip is silent. Recorded with Unity Recorder in Unity 6000.5.6f1 for the 26.8.5 sample showcase; it is a workflow demonstration, not a hardware performance measurement.

gameplay-first visibility

One visibility model for rendering, targeting, exploration, and authority.

Fog of War separates deterministic visibility simulation from presentation. Gameplay systems can ask who is visible and what has been explored while the included URP adapter renders the same state for the player.

01

Deterministic line of sight

Evaluate declared vision sources against baked and runtime obstacles with a stable gameplay-facing result.

02

Competitive concealment

Drive actor visibility, targetability, selection, and other gameplay decisions from the same visibility state.

03

Exploration persistence

Track discovered areas separately from current visibility so maps can retain exploration without revealing live information.

04

Server-authority boundary

Keep authoritative visibility decisions independent of the client renderer and integrate them into networked gameplay.

05

CPU and GPU presentation paths

Choose the presentation backend that fits the target while keeping the visibility contract stable for gameplay code.

06

Diagnostics and performance controls

Inspect active sources, obstacles, grid state, renderer settings, and workload instead of treating fog as a black box.

from exploration to competition

Readable world state without leaking hidden information.

Use the same system for conventional exploration fog and for competitive visibility where actors, targeting, and networking must agree on what a player is allowed to know.

Fog of War basic exploration showcase in a Unity game view
Exploration visibilitySeparate visible, explored, and hidden world state for readable map progression.
Fog of War competitive vision setup in Unity
Competitive visionUse visibility as a gameplay contract, not only as a post-process effect.

guided setup

From an empty scene to trusted visibility.

  1. 01

    Run Quick Setup

    Create the default system and a starting vision source from the Kiwi Studios tools menu.

  2. 02

    Declare vision and targets

    Add vision sources and mark actors that need concealment or targetability decisions.

  3. 03

    Declare obstacles

    Add line-of-sight blockers and bake static scene data where appropriate.

  4. 04

    Choose persistence and networking

    Enable exploration storage and optional network integration only where the game needs them.

  5. 05

    Inspect before shipping

    Use the debug and performance views to verify the active profile, backend, grid, and visibility state.

Follow the setup guide

explicit system boundary

Deterministic simulation, URP presentation.

Unity 6

Built for Unity 6000.0 or newer and documented around 3D worlds using the XZ plane.

URP display adapter

The included renderer targets URP while gameplay visibility and texture-state contracts remain separate from presentation.

Declared authority

Networking adapters are optional; authoritative games should keep final visibility decisions on the authority that owns gameplay state.

maintained reference

Make hidden information an explicit system.

Read setup, competitive vision, persistence, networking, API, performance, compatibility, and troubleshooting guidance.

Open Fog of War documentation