After an internal discussion, we decided that the default logic should clip portions of token beyond map bounds. In this case the root cause isn't seeming to be related to Dynamic Lines b/c there's separate pieces of logic dictating view order of layers/objects. I don't have an ETA for you at this time b/c the team is currently focused on solving some performance challenges for lower-end devices and an overhaul of FOW UI that are impacting a broad set of users. This item is our queue when we get past the high priority focus items. Mike E said: Hi Lavi Thanks for the reply. I think the main issue here is that dynamic lighting wall around the edge of the map is not blocking token visibility to the part that is off the map. I respect your view that some users may want this (although I really struggle to imagine a tangible reason why) but in that scenario, all that user would need to do is not put a dynamic lighting wall around the perimeter of the map. So to reiterate, the Dynamic Lighting wall layer in my example is not working as as the token can see the animation beyond it. Mike Lavi said: Mike - thank you for raising this use case. I've taken this one back to our team to ideate on some solutions. Since there might use cases where users do want to see parts of tokens hanging off the map (like player tokens), we may not want to outright block that possibility. Jarren said: Mike E said: Found another bug. In the picture below, I have a snow animation that is playing on the map layer. To get the snow blowing in the right direction I had angled it so that it exists over the map and partially in the 'out of bounds' area. There is a solid Dynamic Lighting wall around the edge of the map but the player can still see the animation playing in the 'out of bounds' area through the solid wall. I made a big black square in Paint and tried to stick it over the top of the animation but it had no effect. Here is what the token can actually see. Ignore the fact that it can see the Yeti. I'm running as DM which means that all tokens on the GM layer are visible even in token visibility mode. Are you using Ctrl-L to see what the token sees? If that is the case then you are going to be able to see the snow animation outside the bounds of the map, just like you can see the Yeti token on the GM layer. I highly recommend using a Dummy Account to get a true player's view instead. Or are you saying that your players are able to see the snow animation in the out of bounds area? I haven't played with Jumpgate enough to know if this is intended behavior or not, but if that's the case I don't think it is intended behavior. Have you tried using Fog of War/Permanent darkness to cover the out of bounds area? Thanks Mike - Mike E said: Hi Lavi Thanks for the reply. I think the main issue here is that dynamic lighting wall around the edge of the map is not blocking token visibility to the part that is off the map. I respect your view that some users may want this (although I really struggle to imagine a tangible reason why) but in that scenario, all that user would need to do is not put a dynamic lighting wall around the perimeter of the map. So to reiterate, the Dynamic Lighting wall layer in my example is not working as as the token can see the animation beyond it. Mike Lavi said: Mike - thank you for raising this use case. I've taken this one back to our team to ideate on some solutions. Since there might use cases where users do want to see parts of tokens hanging off the map (like player tokens), we may not want to outright block that possibility. Jarren said: Mike E said: Found another bug. In the picture below, I have a snow animation that is playing on the map layer. To get the snow blowing in the right direction I had angled it so that it exists over the map and partially in the 'out of bounds' area. There is a solid Dynamic Lighting wall around the edge of the map but the player can still see the animation playing in the 'out of bounds' area through the solid wall. I made a big black square in Paint and tried to stick it over the top of the animation but it had no effect. Here is what the token can actually see. Ignore the fact that it can see the Yeti. I'm running as DM which means that all tokens on the GM layer are visible even in token visibility mode. Are you using Ctrl-L to see what the token sees? If that is the case then you are going to be able to see the snow animation outside the bounds of the map, just like you can see the Yeti token on the GM layer. I highly recommend using a Dummy Account to get a true player's view instead. Or are you saying that your players are able to see the snow animation in the out of bounds area? I haven't played with Jumpgate enough to know if this is intended behavior or not, but if that's the case I don't think it is intended behavior. Have you tried using Fog of War/Permanent darkness to cover the out of bounds area? Mike E said: Hi Lavi Thanks for the reply. I think the main issue here is that dynamic lighting wall around the edge of the map is not blocking token visibility to the part that is off the map. I respect your view that some users may want this (although I really struggle to imagine a tangible reason why) but in that scenario, all that user would need to do is not put a dynamic lighting wall around the perimeter of the map. So to reiterate, the Dynamic Lighting wall layer in my example is not working as as the token can see the animation beyond it. Mike Lavi said: Mike - thank you for raising this use case. I've taken this one back to our team to ideate on some solutions. Since there might use cases where users do want to see parts of tokens hanging off the map (like player tokens), we may not want to outright block that possibility. Jarren said: Mike E said: Found another bug. In the picture below, I have a snow animation that is playing on the map layer. To get the snow blowing in the right direction I had angled it so that it exists over the map and partially in the 'out of bounds' area. There is a solid Dynamic Lighting wall around the edge of the map but the player can still see the animation playing in the 'out of bounds' area through the solid wall. I made a big black square in Paint and tried to stick it over the top of the animation but it had no effect. Here is what the token can actually see. Ignore the fact that it can see the Yeti. I'm running as DM which means that all tokens on the GM layer are visible even in token visibility mode. Are you using Ctrl-L to see what the token sees? If that is the case then you are going to be able to see the snow animation outside the bounds of the map, just like you can see the Yeti token on the GM layer. I highly recommend using a Dummy Account to get a true player's view instead. Or are you saying that your players are able to see the snow animation in the out of bounds area? I haven't played with Jumpgate enough to know if this is intended behavior or not, but if that's the case I don't think it is intended behavior. Have you tried using Fog of War/Permanent darkness to cover the out of bounds area?