Map and vision
Diagnose grid alignment, missing tokens, darkness, walls, doors, and explored fog.
#The grid does not line up
Open Grid setup, choose square, hex, or gridless, then set cell size and offset against the actual map. Set distance, unit, and diagonal rule separately. Snap affects placement; it does not repair a wrong grid calibration.
#A player cannot see a token
Confirm the correct active scene, the token's scene, its linked actor, and the player's assignment. Then open Player View for that player. The server computes visible polygons from token vision, walls, door state, lights, and scene fog mode. A token outside that projection is withheld, not merely hidden with CSS.
#A door or wall has no effect
Select the geometry and confirm its channel, direction, door kind, and open, closed, or locked state. Players cannot operate doors. Raw wall geometry is not sent to them; judge the result through Player View rather than a player-side overlay.
#Explored fog looks stale
In memory mode, areas a player has seen remain explored across reconnects and restarts. Current visibility and explored memory are different layers. Reset explored fog deliberately for one player or the scene when the remembered area itself is wrong. Reset is not in personal History.