Vision basics
Set a token’s vision radius, type (sphere or cone), edge softness, and direction. — Vision basics
Token vision is what each token can perceive on the scene — the lit area around them, the parts of fog of war they reveal as they move, and the senses (sight, darkvision, blindsight, …) they use to do it.
This is separate from scene lighting: a torch on the wall lights the room for everyone; a token’s vision is that token’s perspective on what they can see, which depends on their senses, not the scene’s lights.
A scene with lots of torches but a token with a 0-radius vision will still leave the player in the dark — vision is the gate.
Vision basics
Set a token’s vision radius, type (sphere or cone), edge softness, and direction. — Vision basics
Detection modes
Foundry-style senses: sight, darkvision, blindsight, tremorsense, truesight, see invisibility. Mix and match per token. — Detection modes
Conditions
Negative-vision conditions like Blinded and Vision-impaired automatically scale a token’s vision range. — Conditions
Invisibility and illusions
Hide tokens from viewers who lack the right senses, and mark illusions for truesight viewers. — Invisibility
Open a token’s settings dialog (right-click the token — or press and hold on touch — then choose Settings). Vision lives in the Vision section of the dialog and contains everything covered in this section.