I dig the new pirce and just bought the package.
Thatâs nice to hear :). Feel free to contact me if you have any problems with it or if you have questions.
I was thinking of buying this but I donât see much feedback from anyone who has bought it. Can someone who has bought this provide any thoughts on whether or not it worked well for them?
This message is for everyone who bought the Cloud System.
If you find anything that does not work or you find something that you think should be improved, please contact me. You may post it here or you can contact me directly. I am very open for productive ideas. Thanks
re working on a mobile, someone should test it. Iâd not expect it to run well, as mobiles, esp iPad / iPhone4 struggle with transparency overdraw as they are fill rate limited. This makes multiple layers of semitransparent stuff potentially slow, even if only a single draw call.
looks really nice,
will buy it soon
@runonthespot, I will see what I can do in that direction. I definitely canât work on that in the next few weeks, but afterwards, I will do my best.
@Blackant, nice to hear. Feel free to contact me if you have any questions about the Cloud System or if you have ideas about how it could be improved. Feedback is always welcome ![]()
So i got the cloud system a few hours ago and played around with it some.
Iâll start with the good sides:
After watching your usage tutorial video from this thread the editor functionality for setting up clouds is pretty smooth and the resulting clouds look great, really liking the achieved look.
Besides my one nitpicking point below i´d say its well worth the money =)
The one thing i didn´t like at all is something i´m not sure whether its by design or my fault due to not knowing the system well yet:
-So i created a nice clouds setup in a scene and saved that. Next up i copied the game object containing the cloud system prefab instance and my sun transform gameObject and pasted it into a new scene. Then i edited the clouds groups boxes there happily, but then afterwards noticed that that had also lead to the boxes in my other scene being edited in the same way.
I thought that was highly unintuive: When i place a prefab into a scene i expect it to inherit the properties/their values from the base prefab but then when i make changes to that prefab instance it would not automatically affect other instances of that prefab unless i press apply changes. With your setup, well, i couldn´t just copy and paste the cloud system prefab instance with all the clouds setup as before and then edit the instance without affecting the other instances automatically.
What´s your suggested way of doing something like that, i mean using several cloud system instances in the same or different scenes? Would it be about always creating and setting up a new cloud system from the ground up?
ugur, thanks for the first feedback ![]()
There is a very simple solution for your problem: You need to copy the prefab itself, meaning the one from the Project view, instead of the one from the Hierarchy view. Now you can create instances of that copied prefab and make modifications that will not influence your original prefab and itâs instances. You are right that this is unintuitive, but it was the best option in my opinion.
When I had to decide what data is stored in the prefab and what in the game objects; it became clear, that there is no solution that was 100% intuitive. After several tries, I decided to go with a solution that is very close to the one used for Unity Trees. As far as I know, the trees have the same problem.
Please tell me, if that works for you, even if it is not the most intuitive solution. Otherwise, we will find another solution.
If Im understanding this correctly I could make custom clouds based on your box tool then save them as prefabs to be brought into my scenes at runtime if I wanted? For instances used for weather I could bring in an instance of a thunder head for a stormâŚ
A feature request I have would be to created animated clouds by putting a list of say 2-6 cloud prefabs of the same particle count and have it change one to the other using the particle positions as sort of key frames. I guess with a particle system the best way to achieve something like this would be to fade out one cloud while slowly fading in the next in the list. You could add an option to set the speed. This would allow for some nice effects such as clouds changing as they blow by or just shifting in the scene. Would also help quiet some of the complainers about price etcâŚ
Thanks!
rutecht, exactly, you can instantiate any cloud prefab at runtime.
Cloud animation is certainly a very important extension that has to be added. At the moment it looks, as if key framing the individual particles is not the best solution, especially because I donât know how I could create a user friendly interface for that. But I have some other ideas :). It will take quite some time to develop such a solution. The highest priority for now is to listen to the feedback I am getting, to improve the Cloud System where needed.
As a side note: For scripters it is already possible to create animated clouds, as the api for that already exists and is extensively documented (in CS_Cloud.cs).
Thanks for your interest!
Thanks for your feedback Dantus =) For me personally i´d prefer it if the clouds setup was always stored per instance unless one presses apply changes to apply it to the prefab itself but for now i´ll just use it as it is because the look of the resulting clouds clearly outweighs that one side i don´t like about the setup =)
ugur, after you reported that usability issue, I couldnât understand, why I implemented it like that, because you are totally right about it. So I had a closer look at my implementation notes and then remembered, that it was the only practical and acceptable solution! The short explanation is, that the Unity Editor is not designed for prefabs that have a huge amount of data. If you are working with a prefab that has a huge amount of data, it lags during every small change you are performing, which is simply not acceptable. Thatâs the reason, why you canât modify clouds on a per instance basis. That just doesnât work in Unity at the moment.
WARNING: Detailed explanation, very technical!
According to the asset store guidelines, editor extensions - such as the Cloud System - have to support undo. The only way to do that in Unity is to rely on SerializedObjects. That works pretty well for everything that has not too many data that needs to be stored. But the Cloud System as well as Unity Trees have a lot of data that needs to be stored. And all that data is stored after each change. There is no way around it. Letâs say you are modeling the cloudâs shape and you are dragging a box. Even if you only change that box, the editor saves all the cloud data, including all particles, which means that the editor lags during every change you are performing. So this solution was just not acceptable.
The only way to prevent the Unity Editor from storing all the data from the cloud is to use SciptableObjetcs. Like it became possible to model clouds without lag. It came with the problem that those scriptable objects store the data per prefab and not per instance.
This looks awesome! I am going to be working on a project that takes place in the sky and I have been looking for something like this to create nice clouds. I have a few questions:
Does the cloudâs particle material have a Main Color attribute? I am using a night day system that adjusts the main color of all materials to simulate Night/ Day?
My project has moving airships where the player is inside the airship as itâs moving. Can these clouds be setup to be pushed out of the way? I dont want the clouds to be intersecting with the airship cuase it will look very weird from the inside of the ship to see a cloud cutting through the wall. Do these particles have a collide option? If not will they work with the World Particle Collider component?
Can the clouds be animated to blend into different shapes over time? If not can they be moved (translated xyz)?
Again this looks like an awesome cloud system, thanks for any info!
Airship, the cloudâs color is not changed in the material, but in the inspector, or at runtime via script. You may even change more than one color. The whole shading may be changed to take e.g. the moving sun into account.
There is no support for any kind of collision. The World Particle Collider will probably not work, or give you weird results from a shading point of view.
At the moment, there are two ways to move a cloud. The simpler one is to move the whole cloud (translated xyz). The trickier one is to move each particle using a script.
I am working on cloud animations. One of the targets is to get collision support with it, too. But canât give you any guarantees about when it will be finished.
Hope you got all information you needed. As you see, it works very well and is easy to set up, if the cloudâs shape doesnât have to be changed. Otherwise, you need workarounds that are not optimal.
Update: Cloud System 1.1.1
I would like to thank for all the feedback I got so far! I received several PMs and emails. They also pointed me to an annoying issue, that could be resolved just by adding a warning.
That is just a minor update from a coding point of view. But I am working on some new features that are very time consuming, but will heavily improve the Cloud System. Stay tuned ![]()
Added a performance test in the first post. Check what performance you may expect, without buying the Cloud System.
Just found an amazing video in the forums that is using the Cloud System. At 3:00 there is even a fly through. Very nice ![]()
Forum post
We will release version 1.2 in a few days. It will have better performance thanks to multithreading! Here is the official announcement.
URLs does not workâŚ
Btw, it is important to keep in mind, that author has cca 1/2 of product price on the asset store. It makes much more sense to buy directly from author via pay pal etcâŚ