Roll20’s Foreground Layer is available to Plus, Pro, and Elite Subscribers in games using the latest version of the tabletop engine. It unlocks endless new possibilities for enhancing your TTRPG campaigns, and is equally as exciting for Game Masters as it is for Players.
The Foreground Layer renders above the Token Layer, providing GMs the opportunity to add foreground objects that player or GM-controlled tokens can interact with, like treetops that hide the terrain below or rooftops that automatically fade when players enter buildings.
Subscribers can access the Foreground Layer via the Layers section of the Roll20 toolbar. From that layer, foreground objects can be customized via easy-to-access options in the right-click menu or individual Token Settings.
Please reference our Launch Blog to learn more about how the new layer works, how to customize the feature to your liking, and for many more video examples on our favorite ways to utilize foreground objects in your campaigns! Our Out of Beta Blog also includes updates to functionality made thanks to user feedback, and introduces new tabletop Reactions.
Where can I leave feedback? for feature suggestions and enhancements?
- For feature suggestions and enhancements, please share your feedback through this form. If you’re feeling especially passionate about specific future developments for the Foreground Layer, please include and upvote them in our Suggestions & Ideas Forum.
Where can I report a bug?
- Let us know by reporting it within the VTT or here
What is the Foreground Layer?
This GM-accessible layer renders above the Token Layer, allowing foreground objects like roofs, treetops, and overlays to obscure the map and tokens in your campaign. Customize fade actions of foreground objects triggered by token interaction to create hidden surprises, dramatic reveals, and more.
GMs can access the Foreground Layer in qualifying games via the layers section of the Roll20 toolbar. From that layer, foreground objects can be customized via easy-to-access options in the right-click menu or individual Token Settings.
How to use the Foreground Layer
There are three different areas where you can interact with the Foreground Layer.
The layer itself
Foreground is a GM-accessible layer in games created by Pro, Plus, and Elite subscribers using the latest version of the tabletop engine. You can access the layer from the Left Toolbar in the “Layers” section.
Foreground Object Settings
When on the Foreground Layer, you can configure the level of fade and interaction with Darkness by accessing settings through the right-click menu or Individual Token settings.
- Right Click on the Token:
- Double click on the Token, then select the “Advanced” Tab
Foreground Layer Settings
We’ve greatly improved the existing GM controls found in the toolbar. Now, you can use GM Hamburger Menu to:
- Adjust GM Darkness, GM, and Foreground Layer opacity
- Toggle the Foreground Layer on and off for players
What Key Features exist for the Foreground Layer?
Objects placed on the layer can have individually configured interactions with Darkness when interacting with controlled tokens on the Token Layer and have a square grid display turned on and off.
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- Control Foreground objects interaction with Darkness (Default: Above Darkness). Darkness can be created with both the Dynamic Lighting Tools and the Hide / Reveal Mask (Previously called Fog-of-War):
- Above Darkness (Previously “Hidden By Darkness: OFF” - foreground objects stay visible even in darkness (ideal for roofs that disappear when entered)
- As Darkness: A new feature after initial Foreground Release - foreground objects are revealable by a token’s vision (like darkness) (ideal for scenarios where you want players to navigate a building/area w/o seeing the whole layout) A scenario where this would be very cool/useful is to navigate a building w/o seeing the whole building/layout.
- Below Darkness (Previously “Hidden by Darkness: ON”) - foreground objects will be hidden by darkness (great for decorative elements like cobwebs, rafters, or overhanging vines)
- Show Grid: Enables GMs to designate if a grid line should show above a foreground layer object, and currently available on square grids. This per-object setting helps ensure large foreground layer objects don’t obfuscate players’ ability to eye distances or spoil surprises
- Control Foreground objects interaction with Darkness (Default: Above Darkness). Darkness can be created with both the Dynamic Lighting Tools and the Hide / Reveal Mask (Previously called Fog-of-War):
Foreground objects can also have a Reaction set (see Reactions documentation for more information):
- Conditional Fade (Default: ON, 30% Fade): Foreground objects will fade when a controlled token interacts with them, entering their bounding box.
- Toggle ON to automatically reduce opacity (adjustable via slider).
- Toggle OFF to keep opacity at 100%, completely obscuring tokens. Note: Nameplates and token bars will remain visible to the person controlling the token, and the token will remain clickable.
What does the Foreground Layer look like during play?
The Foreground layer adds dynamic interactions for your players. An object (like a roof) placed on the Foreground layer will automatically fade or disappear when a GM or player-controlled token interacts with it to create hidden surprises, dramatic reveals and more for your players.
Specifically, only player-controlled tokens or tokens being actively moved by the GM cause Foreground interactions. A player observing the movement of another player’s controlled token will not see the Foreground interaction, to preserve individual delight, much like Dynamic Lighting.
You can use GM Hamburger Menu to adjust GM Darkness, GM, and Foreground Layer opacity in a single menu! A higher opacity % makes foreground objects appear to the GM more prominently, while a lower opacity makes foreground objects appear more translucently.
Locating lost tokens
If your controlled token is on the Token layer, and is obscured by a Foreground layer object you can locate, select and move your token in a couple of ways:
- Press V on your keyboard which will highlight all of your controlled tokens. Once you locate it, you can click on the token (even if it looks obscured) to select and move it.
- Left click and drag on the map to select your token, then use your mouse or arrow keys to move the token.
- If Nameplates are enabled on tokens, you’ll always see them - nameplates aren’t obscured by foreground objects
Different set ups and FAQ
Can I hide or disable the Foreground Layer?
- You can now use the GM Hamburger Menu to “Show Foreground to Players” or hide it with a toggle!
Can I configure or bulk edit settings for multiple Foreground Objects at the same time?
- Yes! You can multiselect and batch edit settings for several Foreground Objects at the same time.
Can I select and group objects on the Foreground Layer?
- Yes. You can also group objects on the Foreground Layer, like any other layer, to act in unison.
Can I lock things on the Foreground layer?
- Yes. In the right-click token menu, select “lock placement.”
Are Foreground Layer settings available to use with Mod Scripts (API)?
- Yes. API documentation with more detail is available here.
Can I get my token to be on top of a Foreground object, like a roof?
- While players may eventually want to place their tokens “above” foreground objects to simulate elevation, that functionality won’t be available at Beta release, since it requires a bit more research and usability testing. So, players won’t be able to “climb a roof” without the use of a couple of workarounds. For now:
- GMs can move a foreground object to the map layer if a token is “on top” of it, or
- Place a token to the Foreground Layer… although in that case, only the GM can control it
Foreground objects interact with Darkness - but how is Darkness created?
- Darkness can be created with both the Dynamic Lighting Tools and the Hide / Reveal Mask (Previously called Fog-of-War)
Can I have my foreground object, like a roof, be visible despite darkness?
- Yes. “Above Darkness” (Previously “Hidden By Darkness: OFF”) setting enables foreground objects stay visible even in darkness, and are ideal for roofs that disappear or fade when entered.
Can I have my foreground object, like overhanging vines, rafters be obstructed by darkness?
- Yes. “Below Darkness” (Previously “Hidden By Darkness: ON”) setting enables foreground objects to be hidden by darkness (great for decorative elements like cobwebs, rafters, or overhanging vines)
Can I create a scenario where Foreground acts as darkness to create scenarios like navigating a building without seeing the whole building/layout?
- Yes. “As Darkness” setting enables foreground objects to be revealed as darkness, with a token’s vision. This functionality was added after the initial release during the beta period.
When my Foreground objects are set “as darkness” and the area is illuminated, should I expect to see them on the map as a GM?
- When the GM is on the Foreground layer, objects set “as darkness” will adopt the Opacity of the Foreground Layer even when fully illuminated (e.g. have bright light, or vision and daylight or vision and light mode turned on). This is to ensure you can always locate your Foreground objects. As a GM on other layers, you will continue to not be able to see objections in situations where area is fully illuminated.
Can I have some of my party split between being on top and below a Foreground object (like some people on top of the roof while others inside the building)?
- Not yet. While players may eventually want to place their tokens “above” and “below” foreground objects to simulate elevation, that functionality won’t be available at Beta release, since it requires a bit more research and usability testing. So, a player party won’t be able to split up to simultaneously have some members explore gutters under the bridge while others keep a lookout from on top of the bridge.
For now, GMs would need to move foreground objects between the map layer to have tokens “on top” of it, and back to the Foreground layer to have tokens “below it.”
Why does my Foreground Layer Object look like it’s fading or disappearing when a token hasn’t yet interacted with it?
- Check the bounding box of your Foreground object! The foreground object fades or disappears when another token touches its bounding box, which can stretch beyond the visual image or animation. In the example below, it looks like the mushroom fades when the token hasn’t yet interacted with it; but if you review the mushroom by clicking on it in the Foreground layer, you can see that the blue bounding box had been crossed by the player token.
We recommend a couple of tips & tricks to help with this scenario:
- Use assets with tighter bounding boxes, or download and crop assets to have tighter bounding boxes
- When creating scenes that include, say an L-shaped roofs with a square bounding box, try using multiple roof art assets together to create the precise configuration you’re looking for with tighter and more precise bounding boxes!