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Questions tagged [visibility-determination]

Visibility Determination is the process of deciding whether there is a clear & unimpeded line of sight from one game entity or point in space to another.

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3D object blinks in and out of visibility through canvas

In the Menu scene I have canvas with buttons and some 3D objects that are visible in camera's view. However one object - "the red prompt Arrow" is jumping in and out of visibility. Like here ...
NationalGeographicProgrammer's user avatar
2 votes
2 answers
111 views

Fast way to calculate angular intervals and occlusion of circular objects in a 2D vision cone

Say I have an agent in 2D in a world filled with circular obstacles of different kind and across many scales (some may be very large, practically filling an agent's view, some may be very small). The ...
kram1032's user avatar
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1 answer
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How can I make colliders-only visible in Godot?

Specifically, I'm looking for any way to see a collision-only item from a Mesh Library in a GridMap. (The tag says "tile map", which it technically isn't; but there's no option for a grid ...
Michael Macha's user avatar
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1 answer
128 views

How do I make an object move to a certain location when the player looks at it?

I want to have an eyeball that when the player looks at, it disappears by moving to the side. Like in a horror game. I know how to make the object move to a set location but I don't know how I would ...
Dawid's user avatar
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1 vote
0 answers
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How to implement 3D visibility checks with terrain occlusion in an RTS?

Some RTS games, for example games built on the Spring RTS engine, implement a visibility/detection system that checks both whether a hostile unit is within the detection range of a friendly unit, and ...
bluegreen1024's user avatar
0 votes
1 answer
894 views

Make Niagara System effect visible only on specific Render Target

I’m new to UE and don’t really know how to approach my problem, perhaps that’s why I couldn’t google a solution for it. So here’s what I want to achieve: I need a Niagara System effect to be only ...
user3272018's user avatar
1 vote
1 answer
219 views

Tiles on sphere - check visibility

I have a sphere with tiles. I need to check if a tile is visible or not. See the image. Tiles are red squares, "screen" is represented by yellow quad. Currently, I calculate coordinates of ...
Martin Perry's user avatar
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How does the VisibilityEnabler work?

I'm confused about the use of the Visibility enabler node in Godot. I've read the documentation and tried it out both stand-alone and as a child without success. I set the parent to print a ...
Kennichi Nitta's user avatar
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2 answers
156 views

Find if one player is visible to the other

Two players (p1 and p2) are standing in a 3D space, represented by points (x1, y1, z1) and (x2, y2, z2). Player 2 is holding a light source, pointing in the direction given by a normalised vector (xn, ...
rranjik's user avatar
  • 103
2 votes
2 answers
804 views

Fastest visibility calculation towards all possible directions

I am searching for your advice. I have a massive voxelized model, like the one in the picture (but with a few million voxels more..). To reduce the total number of the model’s triangulations, I can ...
Gouz's user avatar
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2 votes
0 answers
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In UE4's Blueprints, how do I activate something when the player looks at it?

I want to make an object that activates when the player presses a button, then looks at it. How can I do this using Blueprints Visual Scripting?
user88107's user avatar
1 vote
0 answers
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Is there a more useful "inverse" alternative to portal rendering than antiportal rendering?

I'm in the process of sketching out the design of a 3D rendering engine as I'm learning my way around the subject. (Preemptively: yes, I have my reasons for rolling one from scratch, not least the ...
commodorejohn's user avatar
6 votes
1 answer
5k views

Drawing visibility polygons in Unity (for vision cones with occlusion)

I'm currently trying to create an effect like the one displayed below in Unity: However, it seems that I can't do this with any of Unity's built-in light objects, and I simply cannot find anything ...
Ethan Bierlein's user avatar
1 vote
1 answer
240 views

Partial mesh culling by checking against the AABB-tree of objects vertices instead of only the AABB of the whole objects

First thing: this is more of a conceptual question than an implementation oriented one, but still tips about implementation will be very much welcome if you happen to have any (athough I have some ...
MAnd's user avatar
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2 votes
1 answer
376 views

Storing visibility graph for path-finding: do redundant and non-visible pairs of points have to be saved?

Using C# in Unity, I have recently implemented an algorithm that determines during run-time the visibility graph of a given scene in my game project (visibility between corners of obstacles). Now I am ...
MAnd's user avatar
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3 votes
1 answer
1k views

How to implement visibility graph pathfinding in Unity/C# to detect paths (i.e. visibility connections) efficiently?

I am struggling with implementing continuous path-finding trough visibility graphs. Notice, I know that grids can be used even when movement is not trough grids (e.g. Theta*). But for my current needs,...
MAnd's user avatar
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0 votes
1 answer
149 views

Determine whether an object is 'visible' at a given distance automatically?

I am creating an environment using procedural content. To optimise performance, I am batching small meshes ahead of time. For efficiency's sake, I don't want to batch objects that make only an ...
sebf's user avatar
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6 votes
2 answers
3k views

How do I optimize 2D visibility cone calculations?

I'm creating a simple 2D game and got a little bit stuck with a visibility cone algorithm, influenced by walls and other obstacles on the map. The only issue I'm currently having, is that it's very ...
Adrian17's user avatar
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0 votes
1 answer
3k views

How do I destroy a Unity prefab when it goes off-screen?

I made an infinite path using prefab.Path moving in the negative x direction. I want to destroy the path clone once it goes offscreen. My path move script is: <...
Rajat Sharma's user avatar
4 votes
3 answers
11k views

How do I check whether a camera has unobstructed view of a GameObject?

I want to check if a GameObject is visible to the camera. The renderer.isVisible-method only checks if the camera is turned ...
Bitcoin M's user avatar
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2 votes
2 answers
179 views

How can I quickly determine whether objects are onscreen in 2D?

Currently, I have this in each object's renderer's update method: ...
Ben Ezard's user avatar
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2 votes
2 answers
2k views

How to determine the visibility of a single vertex, given a viewpoint?

I have a 3D triangle mesh, and I want to know, given a viewpoint (defined by a model, view and projection matrix), if a certain vertex is visible or not. My approach was to render the mesh using ...
Ela782's user avatar
  • 131
3 votes
1 answer
504 views

Determining whether an object is in field of view considering obstacles

I'm thinking of stealth games where an object has a certain field of view that you want to avoid otherwise game over. The field of view may be linear or circular or any arbitrary group of pixels/...
MxLDevs's user avatar
  • 143
2 votes
2 answers
345 views

Calculation: Is a sphere/square/plane visible from a certain point?

I'm searching for a way to detect if a form (shape can be changed if algorithm requires it) is visible from a single point in a 3D tile-based world. This should be used as some kind of wall-hack ...
OpenAI goto hell's user avatar
1 vote
2 answers
1k views

LWJGL Determining whether or not a polygon is on-screen

Not sure whether this is an LWJGL or math question. I want to check whether a shape is on-screen, so that I don't have to render it if it isn't. First of all, is there any simple way to do this that I ...
Brandon oubiub's user avatar