VisionSource
Entity with a VisionSource component reveals fog when it belongs to the Player team and is also used to detect whether any VisibilitySwitch entities are inside its vision range.
Info
VisionSourceAuthoring depends on a team assignment. TeamAuthoring is added automatically, but you still need to choose which team owns this vision source. See Team.
Warning
This component reveals fog only when assigned to Player. Do not place it on enemy units unless you want to use their vision for AI logic. See AI Vision Integration.
Overview
| Type | Kind | Purpose |
|---|---|---|
VisionSourceAuthoring |
MonoBehaviour |
Placed on a sub-scene GameObject; baked into ECS at build/enter play mode |
VisionSource |
IComponentData |
The runtime ECS component used by CalculateVisionSystem |
VisionSourceAuthoring (Inspector)
Add VisionSourceAuthoring to any GameObject inside a Unity sub-scene that should act as a vision source.
| Property | Type | Default | Description |
|---|---|---|---|
| Shape | VisionShape |
Circle |
The geometry of the vision area: Circle, Square, or Triangle |
| Layer | VisionLayer |
R |
Determines which fog layer this source reveals (see Vision Layers) |
| Position Offset | Vector2 |
(0, 0) |
Local XZ offset from the entity's pivot |
| Rotation Offset | float |
0 |
Angle offset in degrees applied on top of the entity's world rotation |
| Scale | Vector2 |
(1, 1) |
Width (X) and height (Z) of the vision area |