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

Finaly find out what the problem is. jbooth’s wind effect does not uses the ambient light to calculate the color for the wind.

However, do you ever uses moon and sun lights at the same time in your standard setup? What I saw is, inyour standard setup, that the intensity is just applyed for the sun or the moon light, but with the intensity curves both lights can be activated. Is it so?

Something I’ve never really thought about but struck me recently.

Right now (or ~9 months ago, the last time I used this asset–haven’t had the chance to use it recently), the “seasons” are very “middle of northern hemisphere,” in that you have the generic four. If this isn’t still the case, please let me know.

However, there are definitely other locations with not only a subset of those seasons (areas of great latitude like the poles are pretty much winter all year round), but also entirely different types of seasons altogether. Thinking mainly of something like a rainy or dry season location, which has the precipitation changes you’ve incorporated into the traditional seasons (to my recollection) but also has very different temperatures, and different weather patterns.

Again, something like this may have been added. If not, can it be easily put in on our side of things?

Hi, I hacked around your code, now I disabled the moon light and instead at night just the ambient light exists. In the fixed update method I also changed the values to let the sun start at 5 degree earlier and disappear at 175 degree. In the code I just had have to disable the moon and the moonObject, it was strait forward. The solution would be better, if I had change the sun light properties to moon properties and let the sun (as moon) rotate around the terrain at night. Maybe you could implement a simple one light solution, and let us decide what version we need, or somehow make the sun-moon light transition better (maybe equalize the light with ambient light at the transition time) and never let 2 directional lights active at the same time, due to peformance reasons.

With unistorm and behaviour designer how can it be made so that the NPC goes to waypoint a at x hour and to waypoint b at y hour?

Most weather types can happen at any time of year, excluding Thunderstorms. After Emerald 2.0 is submitted, which will happen within the next couple of days, UniStorm 2.5 will resume development. This update will open up a lot more possibilities related to customization. The 2.5 update will also have a new biome system that allows users to specify what weather happens for each biome. The option to customize each weather type that will be in each season is also planned. Lastly, the 2.5 update has a new procedural cloud shader.

Hey there!

Thanks for the suggestions. UniStorm will be getting a new update with 2.5 and the plan is to improve the transition between night and day. An option to have 1 light source can possibly be added. As soon as development is resumed with the 2.5 update, which should be sometime within the next week, I can better access what needs to be done to make that happen.

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Hi There,

I am using Unistorm (2.4.4.1) in Unity 2017 with MapMagic, MicroSplat, Vegetation Studio and ootii’s Motion Controller and Camera Controller (with UMA DCS) and am trying to get them all working together nicely (all assets are up to date).
So far, I have used Unistorm’s Auto Player Setup to try to setup the camera and player setup correctly. It seems like it did all of the necessary setup (although I still need to setup the follow script for the player character). I get sound and light, but no weather effects currently (I hear the sounds of rain, but no cloud or rain effects); so, I am guessing I still need to setup some stuff correctly. I read through all or most of your online documentation but still can’t figure out what I am doing wrong.
Any suggestions on how I get the weather working?

Wow, this is my exact setup. I haven’t integrated Unistorm yet (I’m saving weather for dead last), but i’ll be paying attention to the answer you get.

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Another question I have is I plan on switching between 3rd person and 1st person. Is there a way to do that dynamically in Unistorm?

I think my problem was on the first setup I had a direct light in the scene, maybe. I have removed it since and tried the setup again using APS then turning off fog (I’ll figure out the post processing stuff in a bit). It now runs smoothly as far as I can tell, just need to tweak settings until I have it just right…

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Hey again everyone.

I am using Unistorm again, and I am wondering how I can make it snow in my game, or rather set the season to winter? I set the weather type to Thunder Storm Or Snow Storm Winter Only, and changed the month to december under time, but it still rains in my game. Can anyone advise?

Thanks in advance!

I plan on updating UniStorm’s API to have the ability to switch cameras with one function with the next update. When I get the chance tomorrow, I will post a script that allows you to switch between cameras.

Great to hear you figured it out! Please let me know if you have any questions with tweaking the settings.

Hey there!

It can actually snow at any time of year. What controls snow fall is the temperature. So, you need to make sure your temperature in December is at or below freezing. You can adjust the temperature by going to the Temperature Options.

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Hello,

I’m having a problem with fog (even on a blank project with only unistorm).

As you can see on the screen, the color of the fog never changes (I also have the impression that the intensity does not change either …)

Yet I do not think I missed something?

EDIT:
Ooooh i found … the problem comes from AQUAS / Underwater fog …

EDIT2:
All of this brings me to another question. How to make the night darker, and that it has a slightly more significant impact than on that screen? I thought about intensifying the fog at night but I did not find any control over the fog intensity as a function of time.

@BHS , I’d also like to talk about darkness at night time.

After reading through a lot of the old posts I finally managed to darken my ground so that night time becomes very dark, but try as I might, I cannot make the clouds stop illuminating my scene.

BHS, can you please make an itemised summary of how to make nights dark, which things to change and turn off?

On a clear night, the skybox does not illuminate the terrain, but as soon as clouds or fog are added to my scene then I can see into the distance. I’d really like any suggestions to fix this?

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@BHS , it looks like I have worked it out, it looks like the light coming fog cloud colours changes are dramatic and even though the default colours look dark, they are light when the moon illuminates them,

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Hello,

Have you managed to make the night darker than on my screens? If so, is it possible to explain roughly what you did?

I also look for a long time and I think like you there is something that happens with the lighting of the night that influences the color of the fog.

Regarding the cloud, I do not have my project unity at hand but if I do not say stupidity try to look to change the color of the clouds at night (I can be confused with Enviro Sky because I did test with this asset too)

Has anyone managed to integrate the Unistorm save system with the Plygame save system?

I have been trying for roughly three months but this is what I can get it to do.

If I link the Unistorm save system to Plygame, and I have three save slots, when I save in slot 1 it is fine. But when I save a game to slot 2, then the save data replaces the save data in slot 1. So I can have three saves in my game, but all of them have the last save data from Unistorm.

I can’t manage to figure out how to save multiple Unistorm saves.

new update?

Hello @Candac59 , I just reread my last post which I posted from my iphone and I must say I really dislike auto correct and autofill. That last post of mine barely makes sense.

I’m at work at the moment so will I’ll post again later today when I have Unistorm open. In the meantime, yes I have managed to make it so dark that you can’t see your hands.

My project setup with lighting and shaders only includes is CTS, Unistorm, Beautify and Post Processing Stack. I think the major difference was that the cloud colour in the cloud options looks dark, but they need to be darkened more, but in small increments. Also, the moon option tabs, the moonlight colour must be reduced to about 0 -10%. Anyway I’ll post later today.

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You can make nights darker by having a darker color for your ambient light source. I recommend using the Color or Gradient options as they give you more precise control. Using the Skybox ambient source can often lead to scenes looking too light.

Another suggestion would be to keep your moon intensity lower. Having it too high can also affect how dark your nights are. Also, keeping your Fog color dark can help distant land look darker.

If you’d like an example, I can post a settings file for you to import with the UniStorm Import\Export Settings System.

Great to hear you figured it out. You can refer to my post above if you are still looking for darker nights.

Hey there!

I’m not entirely sure how Plygame’s save system works, but I can reach out to the developer to see if we can figure out how to properly save UniStorm’s data.

Are you using UniStorm’s API to help with saving and loading UniStorm’s data?

A new update is planned that will have a new procedural cloud shader and a few more big features/improvements that I will be announcing within the next couple of weeks.

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In case this is useful for you, I zoom from third person to first person, thereby using the same camera. I do this with Invector TPC and Unistorm. I plan to add a line of code to the Invector zoom script to make the camera jump to first when it gets close to the head. I passes through right now.

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