Unity Visibility/Fog of War Effect

Here’s a method for ‘fog of war’ from an old Unity project. This is the kind used in games like XCOM where the world geometry outside the visible range of your units is darkened, but still at least partially visible. I added a circle mesh (an extremely short cylinder will also work) to the player unitContinue reading “Unity Visibility/Fog of War Effect”

UE4 Quick tip: ‘X-ray’ material

One of my prototypes needed an ability for the player to see certain objects through walls. I didn’t want the objects to be visible at all times, just when the player looked directly at them. To prevent an object being obscured by the objects in front of it we just need to disable depth testing, which we canContinue reading “UE4 Quick tip: ‘X-ray’ material”