[RELEASED] UniStorm 5.2 - AAA Volumetric Clouds, URP Support, Weather, Sky, Atmospheric Fog, & More!

Hey everyone!

If you’re looking for a tutorial that covers integrating UniStorm with Ultimate Survival, The Messy Coder has made one. This will allow Ultimate Survival’s time of day system to use UniStorm’s time. There are also additional options to allow the sleeping/resting system to work with UniStorm’s time in the video’s description.

@BHS I am starting the day at around 12 in the day. The sun intensity always starts at 0 and gradually rises to the desired amount according to the intensity curve. How can I make the intensity start at what is expected on the curve?

Hey there!

Strange, it should automatically set the sun intensity according to the hour. I’ll look into what’s happening and provide you a solution when I find one.

@BHS I use a script to disable Unistorm prefab from scene because of some dungeons I have in the same scene and I don’t want light from sun etc. The problem is that, if it is raining, and I disable the root Unistorm object from scene, the rain keep coming down to my dungeon. How could I totally start/stop Unistorm from a scene? thank you.

Hello,

I had a couple questions to help me decide whether this asset is right for me:

  • Is weather simulated across an entire given area on the scene, or only where the camera is pointed towards?

  • Are there actual particles falling from the sky for rain, snow, etc?

  • Just to be clear here, can I add code to detect collision between said particles, and objects I have on the ground, for example?

  • Does this work for non first person games where the camera isn’t focused around a single character.

I’m trying to make a tycoon style game, with a terrain the size of 500x500 unity units. There is no single player on the terrain, but rather, the user manages multiple objects on scene. As a result, I would like the weather to work across the whole terrain, regardless of where camera is zoomed in on. Would this asset meet my needs?

You can try disabling UniStorm’s Sun and Moon gameobjects to disable the lights. To disable UniStorm’s particle effects, you just call DisableParticleEffects() and EnableParticleEffects() to enable them again. I will work on adding more to the API to do things like disable the sun and moon lights.

Hey there!

  1. Yes, but the particle effects are attached to the camera which allows the weather to always be with the it. I’m not sure how this would work across an entire terrain. I’m not sure how particle effects would be with performance if they were simulated across the entire terrain. You could have a larger area just around the camera which should give you the results you’re looking for.

  2. Yes, particles have collisions and are already enabled allowing them to collide with all objects. Rain has rain splashes on collision.

  3. Yes, it works with multiple kinds of camera setups.

Please let me know if you have anymore questions.

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Thank you for the detailed reply. I was hoping that perhaps I can decouple it from the object with the camera, and link it to a central, invisible, object on the terrain.

I do hear what you are saying about this not being the most performant approach though. I don’t really need to simulate weather in areas camera isn’t looking at, although I do want to have multiple areas around the terrain have accumulations and after-effects of water and snow.

So if it stops raining and then the user rotates the camera to an object behind them, they should still see traces of that object being wet because it was raining a second ago, even though rain wasn’t being simulated on them. I guess I can accomplish this by just having a rain state, and not needing actual rain to be simulated everywhere.

P.S. The other main issue I will have, is that the player’s camera can currently look at a very large area when zoomed out. I can probably limit the zoom out distance, but am worried that the weather radius won’t reach out to the edge of visible distance.

The particle effects can be anywhere. It doesn’t just have to be on the camera or player. You can also increase the area it falls so you could move it where it’s needed to give the appearance that it’s covering the entire terrain.

For rain and snow accumulation, you would use a shader that would slowly build up over time. You would just increase a shader value when the rainIntensity or snowIntenisty variables are greater than 1.

As for zooming out, I’m not sure how that could be handled so the particle effects are visible at a large distance. You could possible increase the particle effect’s falling area as the player zooms out so that the effects are only covering a large area when a player is zoomed out.

Hello. I’m having an issue where my fog density is progressively decreasing when in Foggy, Rain or Thunderstorm weather until no fog is visible. Fog in the morning/evening is fine. I’m currently using static weather and stopped time.

Hey there!

Very strange, I haven’t yet heard of this issue.

What version of Unity and UniStorm are you using? I can certainly take a look at this to see if I can figure out what’s going on.

Any new info on the ETA of this update? :slight_smile:

Well, the UniStorm 2.5 update will resume development after the Emerald AI 2.0 update is finished. So, the 2.5 update should be finished within the month of December.

Quick question: How do I control (lower) the “ambient” light in Unistorm?

You use the Gradient Ambient Light Source. This is located under Lighting Options.

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Hey everyone!

Right now, you can get UniStorm for 30%! Get it here: Unity Asset Store - The Best Assets for Game Making

@BHS I have version 2.4.1 of UniStorm. In the mobile demo and if I bring in the UniStorm prefab into a scene, none of the particles for any of the weather systems render. Do these work on mobile?
They are working fine in the desktop version.

Hi, I use the option “Thunder Storm or Snow Storm Winter” in the Weather options, I set the temperature to 0, but I got rain in the Scene (I suppose the Thunder Storm is activated), but I want snow in my scene. How I got that snow in my scene?
ps: I integrate UniStorm with Invector Third Person Shooter.

How can I increase amount of clouds in mostly cloudy?
I would like the clouds to close whole sky, but yet to be able to see the sun. I tried foggy mode, it is almost what I want, but in that mode the sun is not visible at all. And mostly cloudy is not really “mostly”

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Strange, do you have both the Desktop and the Mobile folder imported? If not, this may be why. They’re supposed to have the option to be individually imported, but if there are issues, I can certainly release an update to fix it.

Hey there!

If I remember correctly, it may have to be winter in order for it to snow. I’ll check this out to figure out what’s going on though.

Currently, the clouds have static intensities. However, I’m working on a new fully procedural cloud shader that only uses one cloud dome. No two clouds will be the same. It has the ability to take in the sun angle and its direction into the cloud’s shading. The intensities for clear, mostly clear, partly cloudy, mostly cloudy, and stormy will all be adjustable by the user through the UniStorm Editor. The clouds also look much better and are thicker than the current version. Best of all, the new shader preforms much better than the current version and there are far less triangles due to only using 1 cloud dome.

UniStorm 2.5 will resume development as soon as Emerald AI 2.0 is finished, which should be within the next couple of weeks.

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I’m scared now. Your solution is the only one cloud solution in the store that renders perfectly in VR. I really hope it will continue to work in VR in future too.