Point Entity

FogController

Sets the map's fog parameters on spawn, then despawns. Controls color, intensity, and the depth range over which fog fades in.

Properties

Name Type Description
Fog Color Color The color of the fog. Should generally match or complement the ambient sky color of the DirectionalLight for a cohesive look.
Fog Intensity Float How strongly the fog is applied. Higher values produce thicker, more opaque fog at the same depth range.
Fog Start Float The depth in world units at which fog begins to appear.
Fog End Float The depth in world units at which fog reaches full intensity. Geometry beyond this distance will be fully obscured.

Universal Inputs

These inputs are available on every entity in the engine, not just this one.

Name Parameter Description
GetValue String Reads the named exposed value from this entity and injects it into the pass variable pool. See Advanced Outputs for details.
AddVelocity x,y,z Adds the given vector to the entity's current velocity.
SetVelocity x,y,z Sets the entity's velocity to the given vector, discarding any current velocity.
SetPosition x,y,z Teleports the entity to the given world position.
SetScale x,y,z Sets the entity's scale.
SetRotation x,y,z Sets the entity's rotation from Euler angles in degrees.
AddImpulse x,y,z Applies an instantaneous physics impulse to the entity.
Destroy Despawns this entity on the next frame.

Notes

Fog is a useful tool beyond just atmosphere. Setting a tight Fog End distance hides the edges of outdoor maps where geometry ends, making a constrained space feel larger. It also naturally limits how far players can see, which can allow for more aggressive optimization at those distances.

For underground or indoor maps, dark near-black fog with a short range sells a sense of claustrophobia. For overcast outdoor maps, matching the fog colour closely to a grey sky colour makes the horizon blend seamlessly into the sky.

There is no runtime control over fog after spawn. This is a planned change, as that would be a very handy feature. Blame me 2 years ago for setting it up this way.