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[50% OFF] UniStorm 5.2 - AAA Volumetric Clouds, URP Support, Weather, Sky, Atmospheric Fog, & More!

Discussion in 'Assets and Asset Store' started by BHS, Jan 27, 2012.

  1. Bigmamajama

    Bigmamajama

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    BHS Quick question. Product is amazing BTW, now that I have it all dialed in there is really nothing you can't control once you poke around a bit in the settings.

    My question, I have all the storm settings at default haven't touch them, so 80% chance of nasty weather in December. Okay so the storms trigger however, the storms only last about 60 secs, then clear up. I never have a thunder and lightning storm last longer that that, unless of course I force the weather to thunder and lighting then it's just permanently raining.

    Is the length of storms totally random and is there no way to set the length of a storm when they hit? 60 seconds doesn't seem right, and my day length is 2000 so its not on a quick day cycle if your wondering.
     
  2. tredpro

    tredpro

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    Nov 18, 2013
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    $Screenshot (28).png

    what is the matter with the sky color?
     

    Attached Files:

  3. jaijai76

    jaijai76

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    I changed the moonlight objects intensity as soon as i dint see an option. In game it still looks like 0.5. Also i think the problem with sun shafts is because the prefab object for unistrom in my world is a different position to my player. So the sun that cast the rays would also be out of place. I could probably fix this by making a piece of code that makes the unistorm prefab follow my player along the x and z axis of the world.

    I tried putting it at the cameras position and it didn't really change much. Don't know what it could be besides the position of the sun not in line with the rotation of the directional light by 1 or 2 degrees.

    Also thank you for being so active on the thread.
     
    Last edited: Apr 30, 2014
  4. nomax5

    nomax5

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    I'm doing a "zone" type game where the player hits a trigger and appears in a new scene.
    So my player is in the Alpine scene with mountains and snow then runs into the trigger and is transported to a location in the Canyon scene using loadlevel.

    I am wondering what the best way to go about this is?
    I don't destroy the player on load but should I be setting Unistorm not to be destroyed on load?
    Or have a separate Unistorm on each scene?

    I guess my question is does my player take the weather with him or is the weather associated with the scene?
     
  5. BHS

    BHS

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    It looks like you're missing the material on one of your clouds. Make sure you have all of them applied.


    With your situation, I'm not sure how you can counteract the sun angle to compensate your player's position difference. In our scenes everything works as it should.

    The sun shafts should be following the sun object's position, not the sun light. Make sure you have done this as it could be what's causing your issue. Also, if you're using 2 cameras make sure the sun shafts are on the camera that's rendering your player, and your scene, not the camera that's rendering UniStorm.


    This depends, is time static in you're scenes or is time flowing? If it's static, you can have a separate UniStorm System for each level. If time is not static, you should use DontDestoryOnLoad. This way you can continue to have time flowing regardless of the scene your player is in. You would want to instantiate it when your player starts.
     
    Last edited: May 2, 2014
  6. jaijai76

    jaijai76

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    Theirs two things i want to know right now.

    1. How do i change the intensity of the light at night? I tried changing the MoonLight intensity but nothing changed.

    2. How do i increase the distance of the fog. Just like in the demo scene there is fog not that far away. want to remove it so that there's no fog only in a start etc
     
  7. BES

    BES

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    How do I fix these two errors?

    "Assets/UniStorm/Scripts/UniStorm Systems/UniStormWeatherSystem_C.cs(233,9): error CS0246: The type or namespace name `SunShafts' could not be found. Are you missing a using directive or an assembly reference?"

    and


    "Assets/UniStorm/Scripts/UniStorm Systems/UniStormWeatherSystem_C.cs(234,9): error CS0246: The type or namespace name `GlobalFog' could not be found. Are you missing a using directive or an assembly reference?"

    I get those errors with a fresh Unity Project, I also tried re-downloading the asset and re-adding it to a fresh project ..still getting the errors..

    Unity Version 4.3.4f1

    Also if I delete UniStormWeatherSystem_C.cs the Java version ends up with the same errors..
     
  8. BHS

    BHS

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    1. Changing the Moon Light Intensity on the moon light object should work. Try adjusting the color. Also, make sure you break the prefab connection to avoid it reverting to the prefab settings.

    2. You can change these settings by going to the Fog Settings and adjusting the Fog Distance. Make sure you are using Linear Fog to adjust the distance.


    Please read the documentation, this is the first thing it covers. You must add the Global Fog and Sun Shaft image effects to your UniStorm camera, even if you don't have pro.
     
  9. BES

    BES

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    Yeah I got it ... I had image effects(pro only) in the project but it was missing some files.. sorry that was a newb moment :D
     
  10. jaijai76

    jaijai76

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    I have read the documentation multiple times. The reason why i cant change the fog on the camera or moon light intensity is because whenever i play it resets to whatever it was before. How do i fix this.

    The problem is is that its coded in to change to a certain distance depending on what weather it is and the moon is coded so that the intensity changes to 0.5 at night so when i try change it, it just goes back to whatever it says in the code. And you have no fog option for fog when its clear sky or partly cloudy only for when its foggy or theirs rain/storm
     
  11. BHS

    BHS

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    It tells you how to fix this in the documentation.

    It's because you're using the prefab of UniStorm instead of your own. Go to GameObject>Break Prefab Connection and it will fix your problem.

    The reason you're having issues is because it keeps grabbing values from the prefab. This way you will have your own UniStorm GameObject.
     
  12. jaijai76

    jaijai76

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    Already tired that. Its not connected to a prefab. The values still reset tho. $Untitled.png

    I even added the prefab again just to try but there was no difference.

    This is the fog i want to get rid of $Untitled1.png

    Also just to show this is the slightly out of pace sun shafts $Untitled3.png

    The red lines are the shadows cast by the directional light. The orange line is where the sun shaft should go to meet up with the end of the shadow but instead the sun shaft doesn't go the same way as the shadow it goes in a rather different direction

    Also unistorm only seems to look good with gamma color space. With linear color space the sky box looks weird. I used linear in my game.
     
    Last edited: May 5, 2014
  13. BHS

    BHS

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    If you're trying to disable the fog turning on, as UniStorm does this by default, fine the line below in the UniStormWeatherSystem script:
    Code (csharp):
    1. RenderSettings.fog = true;
    And comment it out using //

    As for your sun shafts I'm not sure what the problem is because our Sun Shafts do not look like that. You had mentioned that you altered some direction of one of your components, this is most likely why.
     
  14. jaijai76

    jaijai76

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    I haven't moved it at all. All i did was place it in the center of my scene. Also do i have to use gamma color? Linear is much better and i would prefer to use it but unistorm dosnet look as good when i do $Untitled.png
    This is with linear $Untitled1.png
    And this is with gamma

    with gamma its all too bright which can be easily changed in the bloom settings but with linear its too dim and the sky is a darker blue, it also looks rather bad at evening and dusk in linear. The darker blue bit is easy to solve by changing the colors in your unistorm settings but the dawn and dust do look really bad compared to gamma, im sure im just missing a simple solution here.
     
    Last edited: May 6, 2014
  15. LordDarkmoon

    LordDarkmoon

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    I have a strange problem with Unistorm 1.7.0.1.
    There is no rain falling down... I copied the prefab into my scene and so far everything works fine. If I change the weather to thunderstorm, it gets dark, wind blows, you hear thunder, lightning strikes down - but there is no rain falling down... You can hear the rain but you cannot see it. In the rainsystem in the player cou can see that the particle emitter is working but you cannot see the rain...
     
  16. Archania

    Archania

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    Make sure that you have the RainSystem that is a child of your player set to the right Y position. I got the same thing then noticed that I didn't have it in the correct position once I made it a child of my player.
     
  17. Archania

    Archania

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    I was playing around with the ThunderStorm Weather Type and with the lighting I noticed this:

    $UniStormLighting_001_zps0d7870bf.png

    I checked the Lightning Settings under UnitStormSystem Editor and everything is filled in so not sure.

    Any ideas?
     
  18. jayty90

    jayty90

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    Oct 2, 2012
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    Hello thanks for the amazing asset! Everything is working just great the only problem I seem to be having is with a post effect i require for my game. Here's the error,

    Destroy may not be called from edit mode! Use DestroyImmediate instead.
    Also think twice if you really want to destroy something in edit mode. Since this will destroy objects permanently.
    UnityEngine.Object:Destroy(Object)
    AntialiasingAsPostEffect:OnDisable() (at Assets/Standard Assets/Image Effects (Pro Only)/AntialiasingAsPostEffect.js:110)

    AntialiasingAsPostEffect worked fine before the update to 1.7. Thanks in advance for the help
     
  19. GentleForge

    GentleForge

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    Sep 7, 2013
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    $unistorm.jpg

    What should i do, to make my game looking the same like in your pictures?
     
  20. BHS

    BHS

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    Search for LightningBolt1 and apply that prefab to the Lightning Bolt slot in the UniStorm Editor.


    This a bug in Unity and for some reason it messes with the image effects version when you import assets containing other versions of the images effects. You simply need to reimport the image effects and it will fix the problem.


    I've never seen this problem before. Are you in the UniStorm demo scene? It looks like you don't have UniStorm enabled or there was some import issue.

    Try reimporting UniStorm. The demo scene will work right after import so I'm unsure what the issue is. Nothing I know causes the system to disable itself and turn the grass black.

    If you have any errors post them here as it will help identify the issue.
     
  21. Archania

    Archania

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    That did it! awesome.
    Now to figure out how to make it darker.

    Great work.
     
  22. GentleForge

    GentleForge

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    Sep 7, 2013
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    I reimported Unistorm with the same result:

    $unitsormv2.jpg

    The game doesnt look, like your pictures, or your video. Why?
    And i have no Shadows,,, Should i disable/enable DX11?

    //EDIT: The JS version looks still better, than the C# version -.- why?? (Horizon is enabled and so one)
     
    Last edited: May 12, 2014
  23. BES

    BES

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    lol.. I thought it was supposed to look like that...sort of a foggy environment..

    http://www.pasteall.org/pic/show.php?id=71141

    if not then yeah..I guess something is wrong :)

    I don't use Java, I try not to anyway...so I never loaded the Java version..but they look the same to me except different grass ..
     
    Last edited: May 12, 2014
  24. GentleForge

    GentleForge

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    $c#_vers.png

    I made an comparsion betweeen the C# and the JS version.
    And what i noticed is, that the spawnposition in the JS version is more different than in the C# version.
    And the C# version has disabled the Horizon GameObject...
     
  25. BHS

    BHS

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    Yes, we altered both version so customers could see different features being used. Some customers like the way the JS version looks and some like the way the C# works.
     
  26. shwa

    shwa

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    Apr 9, 2012
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    461
    Hi,

    I'm using the desktop and mobile version.

    How do i adjust the code in both versions to have more control how often the weather changes?
    Right now my primary focus is the mobile version.
    (posting here as this thread seems more active)
    I want the weather to change every x seconds, e.g. every 20 seconds. Or say, every 60 seconds.
    This is especially important for demos, where you want the player to get a strong sense of the range, relatively quickly.

    thanks,
    shwa
     
    Last edited: May 14, 2014
  27. Kemp-Sparky

    Kemp-Sparky

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    Jul 7, 2013
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    72
    Hello, I was wondering whether there was a guide to setting up custom particle systems for Uninstorm (1.7). I messed with the "Storm Effects" particles a bit, but they caused errors when I tried to get Unistorm to use them, script looking for an old fashioned particle emitter. Is there something I should do to set it up to use shuriken particle systems? Or can it only use legacy particle systems? I looked in the documentation but there doesn't seem to be anything specific on this topic.

    Thanks!
     
  28. rpg_gamer

    rpg_gamer

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    Hey there I'm having an issue with the two cam setup for larger scenes......

    It would seem since both cams are tagged as MainCam, they are both interfering with one another. I can only see the Camera 2 camera when the scene starts for some reason, only the unistorm stuff in the background, and nothing in the actual main camera for the foreground.

    I made sure the culling masks are set exactly as shown in the documentation.


    during runtime, if i un tag the second camera, or disable it, I can see what is on camera 1
     
  29. rpg_gamer

    rpg_gamer

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    camera 2 is on a layer called Camera 2, and also set the unistorm object to the Camera 2 level. Culling for camera 2 is Camera 2 only, skybox. start distance 1,000 to end at 15000

    camera ends at 1,000 starts at .1 culling mask has Camera 2 un checked, and this camera is set to depth only, with a depth of 1. it is on the default layer

    both cameras are tagged as MainCamera


    the butterflies and all the other effects are still parented to cam 1.
     
  30. nertworks

    nertworks

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    Spoke 2 soon.
     
    Last edited: May 14, 2014
  31. rpg_gamer

    rpg_gamer

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    alright, it will work if i untag camera 2 as main camera, i don't believe that is mentioned in the docs.


    but now, unistorm is frozen. ie, time is frozen, which usually means something is missing from the cam, like global fog right? it's on the first cam



    edit*

    it's fixed, cam1 needed to be assigned in the unistorm system, even though its all set to cam2 layer?


    little confusing honestly! and a couple of steps i think are left out. but i got it working, so all good :)
     
    Last edited: May 14, 2014
  32. BHS

    BHS

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    The camera with the image effects, as stated in the documentation, is the camera that is assigned to UniStorm. The other camera just renders the distant UniStorm objects.
     
  33. rpg_gamer

    rpg_gamer

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    thanks!


    hey one question though, the first camera now has the sun shafts / moon shafts..... BUT the sun and moon objects are on camera layer 2, and it makes the sun shafts look....... well more intense and obviously closer, since they are being rendered on camera 1.


    can i move the sun and moon shafts to camera 2 and still be able to see them?
     
  34. Kemp-Sparky

    Kemp-Sparky

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    Can Unistorm use Shuriken Particle Effects?
     
  35. BHS

    BHS

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    You should be able to.

    You can also increase the distance of the sun shafts projection which might also help.


    As of right now, without modification, no it doesn't. However, we plan on using it with the next update for UniStorm.
     
  36. Infiniteno

    Infiniteno

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    Having an issue getting the particles to work with the stock Ultimate FPS camera prefabs. I've setup the camera exactly like it says to in the docs. I've even tried modifying every single type of clipping plane/shader I could find...nothing. Curiously enough however the rain or other particles render in the scene...only not in the game. If I turn on collisions they render but not the actual particles. Any fixes or things I can try? Thanks for the sweet system btw.
     
  37. BHS

    BHS

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    You have to make sure the particles are set to the default layer. The ufps camera changes the layer at awake. You simply need to change the rain particles to the default layer at start.

    Code (csharp):
    1. gameObject.layer = LayerMask.NameToLayer( "Default" );
     
    Last edited: May 15, 2014
  38. Infiniteno

    Infiniteno

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    Extremely fast support that works...A+ tyvm
     
  39. Tiny-Tree

    Tiny-Tree

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    is it possible to have an estimation for the unistorm mobile update? or its abandoned? I found few months ago that the 1.7 update will be converted for mobile within 2 weeks, so where is it now?
     
  40. Kemp-Sparky

    Kemp-Sparky

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    Thanks! It's good to know it's in the works. :-D
     
  41. Infiniteno

    Infiniteno

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    Never mind I fixed it.
     

    Attached Files:

    Last edited: May 16, 2014
  42. GentleForge

    GentleForge

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    Is it possible to split your script in maybe 2 scripts, one for the calculations and one for the grahical things?

    It would be really nice, i try it now by myself, but its hard to understand what makes the calculations...
    For example the minute counter... You setup three variables for the minuteCounter... Why??
    And there are many other questions... It would be really nice if you could organize your code better...

    Or give me an easier example how to let the server calculate the important things.

    //Edit: And is it possible to give the Moon Light an Shadow?
     
    Last edited: May 16, 2014
  43. Ascensi

    Ascensi

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    Stereoscopic side-by-side Oculus Rift support? Hi I'm just looking for an update to see if the Author or other developers here have got this working. For me the screen just freezes in play mode but when I remove the Stereoscopic 3D script from using either the "Cinema Pro Cams" or "Stereoskopix" asset it has remained in a functional stereoscopic mode with the clouds animating etc but sometimes only one split screen side will display (your left) Oddly adding another camera will show display inside the other split screen but they of course both together are not viewable as a true functional stereoscopic mode and of course because I removed the 3D script it. I have Oculus Rift in pre-order so I can't test Unistorm with it.. maybe it works out of the box.
     
  44. BHS

    BHS

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    We don't really give estimates, but it's not abandoned and we are currently working on it.


    We plan on doing more code clean up with the next update. This will include shorter scripts and more efficient algorithms.


    As far as we know, UniStorm works with Oculus Rift. We have had customers use it with it and they say it works fine.

    We will talk with the developers of Stereoscopic and we if we can all collaborate to get UniStorm working properly with it.
     
  45. GentleForge

    GentleForge

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    Can you tell us, how to say how long a ingame minute in realtime seconds is, or how to set this?
     
  46. BHS

    BHS

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    This is covered in the documentation as well as the help boxes within the editor.

    You can set the day length by setting the day length variable within the editor. This controls the length of the day in seconds. So a day length of 600 would give you 10 realtime minute days.
     
  47. PaulKersey

    PaulKersey

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    I have a question, i've got the most recent unistorm, and i want to write or use a script that will turn some torches point light off when unistorm goes to day, and turn it back on when unistorm goes to night, how might i go about this? Or is there a script available already for this?
     
    Last edited: May 25, 2014
  48. Ascensi

    Ascensi

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    I agree, this kind of idea would fill the gap of knowing where to trigger states without having to sort through documentation first. Have a script/prefab field for when per weather/events change (lightening system or snow system you would have switch script off on to drag your own script or custom additional animation/sound/prefab into a field into the desired Unistorm weather system or weather sound ) I am no programmer so I am not sure if there is already a quick standard way this would normally be dealt with.
     
  49. Deleted User

    Deleted User

    Guest

    Hey m8. :)

    I got a small problem. When going from day to night, it gets VERY dark and then the moon comes up and some light are added to the scene. So the whole light blinks going from day to night light.

    Works perfect when going from night to day thou.
     
  50. vrchewal

    vrchewal

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    May 30, 2014
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    Hello BHS,

    Many thanks for building and maintaining this package! Any chance of an official integration with Playmaker, or if not, have any of your customers integrated UniStorm with Playmaker yet? It would be great to have state machine control and callbacks on time/weather events.

    Also, what other weather events might we look forward to in the future? Tornados? Shooting stars? Aurora borealis? Wind that can effect other in game objects such as grass and trees (maybe this is in place, dont remember)?

    Thanks