Normally the shadowcasting will, from the player position, set a brightness amount to each relevant tile. Yet I'm making a roguelike with a 3D map, and Unity has lighting.
Currently I have the player piece with a point light, and game objects that haven't been seen yet are set to inactive. but it doesn't have the same effect.
Has anyone resolved this situation? Any suggestions?
I somewhat like the effect as it is in the screenshots; I'd like to be able to control the amount of light in each 'tile' if possible.