That’s right, I’m submitting with Unity 5.5 now. I will put a note in the description of the asset that latest Unity is required for latest version. I am working on sky sphere clouds funny enough, which will go in the next update
Does your asset have a feature/parameter for wind direction? I see your fog seems to be rolling in a direction in one of your videos, and it would be great if I could reference wind direction from your asset for other purposes. Also, it would be more realistic than other weather assets (I own a few) if your fog/weather patterns were coordinated with your internal wind direction, to which I would sync other assets.
Lastly, in general, how is your asset performance wise?
Great suggestion on the fog. I’ll see what I can do there. Refactoring they wind is probably a good idea anyway. Performance should be great, but on mobile you may want to turn off collisions for the particles.
Is there anything else you’d like to see in this asset?
Thank you for the prompt responses. Like others on the forum, I look forward to the automated weather changes, the moon at night, and stars. Your night is pitch black, so a little moonlight would be nice. In fact, maybe an integrated setting for simulated star light scatter, something to slightly light the sky at night.
One final thought would be for a scene with water, to demonstrate cloud and sun reflections, and at night, the moon reflections. I own a few water assets and it seems that the weather developers and the water developers don’t pay much attention to each other. Great skies and weather call for great water, and the integration falls to we humble Indies. It would be nice if you had a couple water assets tested and approved for use with Weather Maker. Fantastic actually.
I like Weather Maker a lot. I plan to purchase it, work it into my game, and update when the wind direction, moon etc. are added. Thanks again, and see you round the forum.
The weather forecast / automation is next. I’ve just submitted an update to Unity with sky sphere clouds which was the last piece remaining before I could do a proper automation for the weather. Water will be a great thing to add to the queue, for Q1 of 2017.
Thanks for the update, unfortunately i was not able to see the new volumetric clouds because of this error:
dont know what is wrong, maybe you have a suggestion what i should do to fix this error and see the clouds in action.
I tried it in my own scene and also in your demoscene, always this error.
Below is a screenshot of an image showing an object with its world axis arrows. In terms of the world axis, the Weather Maker by default seems to have the sunrise to the left of the object as it travels to have the sunset to the right of the object.
Is it possible to have the Sunrise start at the right of the object and to have the sunset to the left of the object, in terms of world axis?
My maps are simulated on West and East directions, basing on the world X axis.
Or, maybe is there a setting that I am overlooking?
By the way, this Weather Maker looks amazing, especially the new sky sphere clouds!
Sun positions are based on Earth right now, but I could add a way to provide your own Sun position given the date and time of day, that would solve this issue and allow you to position the Sun however you like. I will try to add this to an update. Until then, you’ll have to modify the data night cycle script manually to set the position another way.
Below are screenshots of a character standing next to a wall at various times during sunrise and sunset. The examples reveal that the sun seem to be projecting light and having shadow effects that are out of context during certain times. Due to the sun’s position at certain times, it is projecting light upwards from an angle below the ground, thus projecting shadows of objects to be above ground. Can you confirm that this is happening?
The out of context shadows due to the position of the sun are occurring approximately during these “TimeOfDay”: SUNRISE (incorrect sun-shadow contexts)
19800 to 25200 [05:30 to 07:00 Hours]
SUNSET (incorrect sun-shadow contexts)
70200 to 76500 [19.30 to 21:15 Hours]
In addendum to my previous post above about out of context shadows due to the position of the sun, here are more screenshot images during a sunset. Unity forums seem to be limiting only 5 images per post.
Thanks for your detailed post! The readme specifies this, although it’s all the way at the bottom. Add a large cube underneath your scene (something scaled like 10,000x10,000x10,000) and set it to two way shadow casting. Set the transform position to 0,-5000,0. Let me know if that doesn’t fix your problem.
Yes! I had overlooked that one line near the bottom of the Readme file I tried the solution that you have provided, but used the transform values as shown from the object “LargeGroundAndSunHorizonBlocker” from your demo scene, since the SkySphere is very large. A screenshot of the transform value for the blocker is shown below for reference. The cube is scaled at 100,000x100,000x100,000 with position at 0,-50001,0
I just downloaded and imported the latest version of Weather Maker. I get the following two errors with Unity 5.4.1f1, both based on “WeatherMakerCloudScript2D” Since I don’t use 2D, what’s the best way for me to get past the error messages?
This asset seems very impressive! I use multiple terrains so how big can be the skydome? What about the performance impact of weather maker on frame rate?
thanks in advance for your answer