Left: WeatherSystem: Off; Right: WeatherSystem: On.
AssetStore link
YouTube
Climate Demo
Playable Demo 3D
Playable Demo 2D
Welcome to WeatherBlender, the ultimate Weather Manager and Climate Engine for Unity. If you are looking to polish your game with a nice weather system, you’ll love us. The tool makes it dead easy to:
- Have a functional setup in under 3 minutes.
- Adding parallel weather systems to the same scene
- Bolster efficiency and reduce repetitive work
Artist/Designer Friendly
- No need to write any code to have a scene working
- You don’t even need Playmaker to set up the scene
- You can use any effects you already did in Unity, plug and play
Developer Friendly
- Full source code
- Documentation is underway
- Accessors allow you to tap into the data for your use
- Performance aware (plus no GC allocs at runtime)
- Code is written in C#
WeatherBlender facilitates development of dynamic weather systems (yes, with an s!) in the same scene. Weather systems can be manipulated individually, allowing for a plethora of possibilities and varied weather effects. Climate also plays a role. Each WeatherSystem has its individual light source which can be dynamically tinted to convey different moods.
WeatherSystems can be combined, or blended, so that each effect has an impact rather than overwriting previous data. This works well with a seamless grouping category, which reduces drag and drops without sacrificing depth and content. Categorisation is up to the designer, however, there are some conventions which may help you get the most out of it. (Video Link coming soon…)
Players can experience a mix of those effects as desired by the designer, without the need to write any code. Climate can be integrated with other mechanics to help bring the world to life, allowing for flags fluttering along the wind up to its own AI driving the WeatherSystems.
WeatherBlender empowers the designer to easily set up a system in minutes, without ever repeating that process again. The system stores the data for reusability and allows for easy tweaking. This minimises the time needed to set up the system, freeing up more time to design intricate mechanics to complement these nice effects.
WeatherBlender does not include a particle engine. Rather, it is intended to play well with other AssetStore content. Developers can reuse any package they bought and manipulate the results via the weather system. The intuitive setup allows designers and artists to easily blend effects. Players can still see the rain pouring in the last area they come from, yet glimpse the sunrays beaming on the horizon.
This is not only limited to particle effects though. Whenever players step into a WeatherSystem, it can activate any object bound on it. This is triggered via the inbuilts physics engine, and works in both 2D and 3D dimensions. This becomes a powerful LOD system in itself.
First Time Setup
- Create a couple of Weather States
- Import a couple of particle effects or any GameObjects you’d like to use
- Drag a number of WeatherArea prefabs
- Drag the prefab called WeatherManager
- Bind the respective areas with their particle effects and weather states
- Drag in the character controller prefab
- Press play!!
This will take you only a couple of minutes to setup, and allows you to reuse the same assets while creating dynamic and varied effects.
Features
- Workflow is the same for 2D and 3D scenes
- Support for ScriptableObjects, with a custom editor and enhanced control
- Climate Data exposed
- Experience different moods within the environment by tinting area lights, combining multiple states
- Grouping reduces Drag and Drop gestures, allowing your mouse hand to click more cat gifs… err
- What’s exposed via the API will be supported via Playmaker as well
- Utility scripts out of the box, like randomizers and example setups
- Highly performant - 0% interference, 0% processor hungry, 0% GC alloc
- Detailed documentation and video tutorials
Thanks for reading!
It’s worth noting that this is still WIP, so if you have any questions, please do not refrain from sending requests or feedback.
cheers,
mic.