View Full Version : Blue border around Revealed/Hidden areas creates a wall effect
chaiwalla
May 23rd, 2021, 05:57
I tried searching old posts and couldn't see anything exactly like this.
The blue borders showing the edge between masked/unmasked (revealed/hidden) areas was functioning as a wall.
See 2nd picture where I hid (re-masked) a box, but no one could move into it - the blue border acted just like a wall blocking LOS and movement.
I can give more specifics but just wanted to see if I was missing some lighting setting.
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Zacchaeus
May 23rd, 2021, 09:47
That's correct (if I understand properly). Masked areas do act like walls and block movement and LoS. Unless you have very good reason for using it you don't need a mask any more in Unity. (Also the DM can move tokens through such areas by holding the SHIFT key whilst dragging the token).
backwardoracle
May 23rd, 2021, 13:05
I opened up my game for tonight and have he same problem, I've read your answer above, This seems to be a recent change as previously when I moved a player or npc token LoS was clearly visable, now it seems that the whole map is visable to the players.
Another question if there is no need for a mask how do you track where characters have been and areas not yet discovered ?
backwardoracle
May 23rd, 2021, 13:33
Hmm I think I have got round the LoS map visability issue.
I am not very keen on having to shift click drag each & every character everytime they move from room to room.
Kelrugem
May 23rd, 2021, 14:09
Yeah, you need to click shift :) That changed recently (but FoW always was like a wall), I prefer the new approach because one can then not accidentally move players into walls (and possibly revealing something) :)
Zacchaeus
May 23rd, 2021, 15:31
I opened up my game for tonight and have he same problem, I've read your answer above, This seems to be a recent change as previously when I moved a player or npc token LoS was clearly visable, now it seems that the whole map is visable to the players.
Another question if there is no need for a mask how do you track where characters have been and areas not yet discovered ?
Since Unity was released there's been no need for the mask if you had LoS on the map. So that's nothing new. What is new in the last release is lighting which adds another layer of immersion to your maps. Tokens can only now see out to the limit of whatever vision or light source they have.
Fog of war is still there - tokens can see the areas they have been to as slightly less dark than areas they haven't been to. I'd suggest that you have a play around with the new settings without the mask so that you can get a handle on how things work.
More information in the links below
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640584/Map+Line+of+Sight+Style+Guide
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1312784387/Adding+Lights+to+Maps+and+Tokens
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1315930113/Player+and+NPC+Token+Vision+on+Maps
chaiwalla
May 23rd, 2021, 15:46
I was toggling the GM-see-as-party button and accidentally hit the turn-off-the-LOS button. The party was freaking out “We can see everything! Close your eyes!” In my panic I globally masked everything, and then proceeded to unmask parts leading to the blue wall discovery. Since then I have found the “reset fog of war” option... :)
chaiwalla
May 23rd, 2021, 15:55
But the new lighting is an amazing improvement. Put four torches on a dancing lights spell layer, moving it around. Then the darkvision folks: “woah! I can see in color!” Really fun effects.
Plus I like not accidentally being to push a character through a wall. One less thing to worry about :)
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