How would I go about making a fog of war?

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!
    I want to know how I would go about making a fog of war in my game

  2. What is the issue? Include screenshots / videos if possible!
    I don’t know how I would go about doing this, and the one solution I though of has flaws

  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    I have been thinking about comparing distances and then changing the transparency to 0 when units are near, but exploiters would then be able to check the positions of all the other buildings.

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The “StreamingTargetRadius” property controls the maximum distance away from the player’s character (or the “ReplicationFocus” ) in which content will be streamed in.

This might help with fog of war

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u can use particles anda blocks to make those particles but you would need your own particle mesh or id to look good

If you really cared about exploiters bypassing your fog of war, you can manage it on the server.
You would just manage it normally like how you would on the client except for every client and
you’d send the clients part information using a remote event.

I’ll look into this method! Thanks!