wind with "no delay" on speedtree trees

Hi , I’m experiencing an issue with some trees and a wind zone.
I have attached a spherical wind zone to a FPS character controller in order tot animate trees around if the player activates his jet-pack.
Unity standard trees ( made with the tree creator) are immediately affected by the wind zone, but the speedTree ones take several seconds to ramp up to the full wind effect.
Is there a way to control this delay time ?

Nobody ?
Maybe I shouldn’t have posted this thread in the “scripting” forum, It is not a scripting issue per say …

You need to use the speedtree editor to remove the delay.

The default speed trees have delays set on them in the speed tree editor. They also have some built in gusting etc.
If you want VERY accurate control of what they are doing via the windzone, you’ll want to drastically reduce things like that as well.

You don’t want your windzone and particles doing one thing, and your trees simulating in their own separate way, and the gusts don’t match.

Clearly they didn’t release the models for accurate runtime wind control.
They released them setup in a way that somewhat randomly simulates wind and just assumes that you’re using a static windzone, and they build in some variation detached from the windzone that makes static windzones look less bad.

Yeah … I was afraid of that :sunglasses:
But it seems fair … speedtree trees are really good.
I tried to make some trees myself, but It is no small task. Taking care of modeling, managing LODs, is not that hard, but I find the vertex shader animation part is the most impressive one. SpeedTrees vertex shader animation is incredibly believable.
I tried using the standard unity “nature leaves” shader, and it sort of works ( vertices are animated ) but I don’t understand how to manage the “scale” of the animation effect, in order to have the base of the “leaf plane” not being animated, to look like it’s still attached to the near branch.
Not sure I am being clear … anyway, trees are hard ! :eyes: