I’m using the lat/lon to locate my Enviro object, but how can I align north on the map/terrain with north on Enviro? Right now the sun is not following the correct path and I believe it is due to alignment of the terrain.
Hello, please rotate the EnviroSky object in your scene to align with your terrain.
Finally got around to updating to 2.0.5. I moved the Profiles folder out of Enviro, then deleted the Enviro folder, then imported 2.0.5. But now there is a dark circular area around the camera – it’s the shadow distance (grows/shrinks with that setting), but I can’t figure out how to fix it. Dark (no sunlight) inside that circle, normal lighting outside it. Any suggestions?
thanks
Hm, please try to delete the EnviroSky object in your scene and replace with the new one.
I did do that, but did it again (and also deleted the Enviro Effects and Enviro Directional Light), then added EnviroSky prefab again, assigned camera and player to it…same thing, big dark circle.
I deleted and reimported everything and now it works fine. All I can think of is that something went wrong with the original project upgrade. Thanks for the nudge though. Cheers
I deleted and redownloaded 2.0.5 and installed it from the asset store, same thing – even in your demo scene:

Argh, sorry – it’s because I forgot to assign the NGSS Directional Light component to the Enviro Directional Light after upgrading. That fixed it!
I am trying to add an AudioMiaxerGroup to the “AudioSource” component of the “AudioSourceAmbient” gameObject, but the AudioMiaxerGroup field will automatically become null when the game starts.
How do I set up AudioMiaxerGroup for ambient music?
Yes that idea had ocurred to me, but what exactly is the EnviroSky game object? I see what looks like a camera and a light – how do I know which part of the Enviro object to line up with north in my scene. I can eyeball it of course, but since the lat/lon and time are so accurate I would like to get the alignment close as well.
Hi, there is a additional component for that. Please add the EnviroAudioMixerSupport component to a random gameobject in your scene and assign your mixer and fill in your group names.
The EnviroSky object that you added to your scene on setup and where you change the settings. Tweak the y-rotation to match your terrain. If I remember correctly with “0” rotation north should z-axes+.
I get it, thanks.
Hi, I’m wondering if you have a guide to make fog work with Lux Water, i tried with Ram_2018 but got to ApplyFog and it keeps throwing error on line with screenPos
Cheers Jim
I have been using Enviro for a few weeks, I have it all set up the way that I want. In the editor, the gmae runs fine, if Enviro time is set to night time, I get it moonlit and if I set it to the day I get the sun.
The problem I am having is when I build the game. If I remove Enviro, the game builds and runs properly. If I have Enviro in and it is set to nighttime, so that it is moonlit, the game builds and runs properly.
If all I do is push the time of day to around 10 hours, or any time that the sun is out, the game plays fine in the editor, but when I hit build and then run it, I get this crazy rainbow colored aberration on most of the materials.
See attached screenshot.
I am using Unity 2018.2.14f1 and this is for VR on Windows using IL2CPP scripting backend.
Any idea what could cause this? Again it only happens in the build, not in the editor, and only when Enviro is set to light it with the Sun. I don’t think anything in the Enviro config is that different from the default.
I have tried various combinations of baked and realtime lighting, turned on and off global reflections, so far nothing has fixed it. All settings behave like they should when I hit Play in Unity to test, but as soon as I hit build and run the build, i get the psychedelic colors on everything.
Thanks. for reading this and I hope I can get it built soon.
Hello, is this in gamma or linear colorspace? But I think I need a sample project with that issue to check it out myself as I haven’t seen that before. Could you maybe please provide something like that?
Hello Jim, quickly created a guide for LUX Water 1.05. Please tell if you run into issues or need help. ![]()
Awesome Man! TYVM ![]()
It is Linear colorspace, but I have tried Gamma and the same thing happens.
My project is massive, and it would be difficult to send, but I will do it, if there is no other way.
I am pretty sure that the problem is with the global reflections. When I turn off global reflections in Enviro, the problem goes away. With it on, the color problem happens only on objects whose renderer is set to Blend Probes. When I turn off reflections on a mesh or skinned renderer component on an object, that particular object does not have the issue.
So it seems that the Global Reflections probe in Enviro is pulling in some crazy colors and then blending it into the materials, but only on a build and not when ran in the editor, so maybe it is specifically what gets baked into the reflection probe?
If any of this triggers any ideas, that would be great. I will keep trying things, but if I can’t get it in a day or so, I will send you the project.
Thanks.
Hello, thanks that was helpful and it is maybe already fixed in enviro 2.1 as I improved the reflection probe handling/baking. Please contact me with private message and I will send you a download link.
