Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

Environment Gator

Discussion in 'Assets and Asset Store' started by Karlbovsky, Jan 17, 2014.

  1. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    i was bored of clouds and trees so i´ve done a "Space" preset with the EG:cool:...it´s all low-res ( textures and meshes ) but was fun and quick to create.
    Screenshot (373).png

    Screenshot (368).png

    Screenshot (372).png

    ok, back to clouds and trees now..
    Screenshot (362).png

    ..the surgery is scheduled "next monday" ( omg! ), thank you all for the support !!

    Best Regards,
     
    BackwoodsGaming likes this.
  2. shwa

    shwa

    Joined:
    Apr 9, 2012
    Posts:
    461
    Beautiful clouds and trees, Stefano.

    Hope your surgery goes very well and you recover quickly.

    shwa
     
  3. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    Hi to all, i´m alive!
    All went well, more or less, i feel a bit weak and not yet enable to sit and code..I´ll have a checkup on Monday and i hope i´ll be able to "sit&code" again during next week.

    I´ll be back with fresh news on Monday!!

    @shwa ty mate!!

    Cheers,
     
  4. shwa

    shwa

    Joined:
    Apr 9, 2012
    Posts:
    461
    Welcome back!
     
    StevenP94 likes this.
  5. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    Hello there..

    the convalescence is going now..slowly, so that i´m "slowly" preparing some cloud´s assets + refinements for the beta..
    Screenshot (374).png

    my schedule at this point is pretty much ready for the garbage..but i´ll try to move on as fast as i can!
    Screenshot (383).png

    Screenshot (378).png

    Screenshot (432).png

    Thank you for the support and understanding!

    Best Regards,
     
    BackwoodsGaming and katoun like this.
  6. shwa

    shwa

    Joined:
    Apr 9, 2012
    Posts:
    461
    Take it easy, slowly, so you can have a great recovery.

    Keep getting better and stronger.

    The images look fantastic!
     
  7. BackwoodsGaming

    BackwoodsGaming

    Joined:
    Jan 2, 2014
    Posts:
    2,229
    Agree with everyone here. I know exactly where you are coming from with my own health struggles. Very hard to set schedules because it is hard to predict when you are able to work. Keep at it, take care of the health, and when you are ready to get going again, just let us know. Continued thoughts and prayers for a full and quick recovery! :)
     
  8. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    Ok, seems that the latest posts are gone with the old/new forum..

    Quick recap.
    The Beta is moving on well!!
    Actually i´m working on a custom GlobalFog to have a bit of scattering and enhance the default script a bit!

    First tests images:
    Screenshot (472).png

    Screenshot (479).png

    Screenshot (524).png

    The custom Fog script allows a better blend between elements at the horizon
    Screenshot (529).png

    I´m also moving on with the new GUI interface development that might ship, in a minor/preliminary form with 6.1.0.0 update.
    Screenshot (532).png

    Maybe not all the features of the new GUI will be available on release but i´d like to add at least basic functionalities.
    Sry but i´m a bit in hurry at the moment.

    I´ll talk more in depth of the new GUI and other stuff im working on in a later status update.

    Regards,
     
    Last edited: Jul 22, 2016
    BackwoodsGaming likes this.
  9. Morfeuskiev

    Morfeuskiev

    Joined:
    Oct 10, 2013
    Posts:
    122
    @Karlbovsky

    In the current version of the sun intensity you use is not higher than 0.5. Why? It is very small. Commonly used 1 or 2 (for create HDR effect).
    Your daytime looks very dark.
     
  10. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    @Morfeuskiev Hi, you mean the screenshots or the current EG version ?
    Anyway, you can program the sun-light curve as you wish..

    edit
    The value is just a "default-one" ( as stated in Unity Manual ) that you can and probably may want to change.
     
    Last edited: Jul 24, 2016
  11. Morfeuskiev

    Morfeuskiev

    Joined:
    Oct 10, 2013
    Posts:
    122
    @Karlbovsky

    Default value is 1. I say about that if you use value = 1 by default - you can adjust all another value in your new version of EG (Sky, Cloud, Sunshaft effect, fog, SH3(spherical/skybox) or Ambient color).

    Very often, a simple change intensity of the sun light from a 0.5 to 1 - requires changing many parameters.

    With Best Regards, Leonid.
     
  12. shwa

    shwa

    Joined:
    Apr 9, 2012
    Posts:
    461
    re: First tests images:

    The clouds and related lighting look fantastic.
     
  13. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    Hi to all, holidays are over for me. I needed a break from the project and the work in general, now i hope i´m ready for the final rush on this update. After this short break, I realized I was back by inserting too many things at once. So i think i will reduce the amount of new features in the very first update, put it online and then i´ll start patching the package with much more focus on the new features.

    @Morfeuskiev
    I´m gonna keep in mind your observation. thx.

    Best Regards,
     
  14. StevenP94

    StevenP94

    Joined:
    Jun 3, 2013
    Posts:
    143
    Hello there, glad to see that you are back after long time.
    ;)
     
  15. shwa

    shwa

    Joined:
    Apr 9, 2012
    Posts:
    461
    Welcome back.
     
  16. Hexer_

    Hexer_

    Joined:
    Aug 25, 2016
    Posts:
    94
    I started a new project and the Sun, Moon and Clouds don't appear for me.
    The demo scene works fine for me but when I drop EGDemo prefab in my own scene there's no sky except the default procedural skybox.

    I deleted everything and imported again from Asset Store but the problem persists.
    I setup layers if anyone's wondering.

    P.S. I love the space setup you did above. Are you planning on including it in the next update?
     
  17. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    Hi to all, quick recap on last week dev:

    - Custom Global Fog implementation.
    - Sky-Boxes refinements + custom Sky-Box full implementation.
    - Presets system. Refined backup process + fixed fields initialization.
    - Clouds assets. Added a couple of new Clouds Sets.
    - New Documentation.

    @Hexer_
    Hi, please send me an email here:
    sg@sixteenleft.com
    - Subject: egsupport
    Please add some more details on how the scene that is not working has been setup ( Rendering settings - Camera(s) settings - etc.. ) . We gonna figure it out what´s goin on ;) . Thank You.

    P.S.
    The space setup i posted above was made in few minutes. I´ll probably include a "Space" preset in the update just as an example on how to setup the EG to simulate different environments.

    Best Regards,
     
  18. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    Hi to all,

    i´ll dedicate this week to the development of the particle systems manager ( Elements Gator ). I´m trying to make it as flexible as possible so that you can add every shuriken-made particle system to it and have it in sync with the EG.

    After that, i´m gonna build the package for another beta-test trial, for who´s interested.

    See you at the end of the week for a dev-recap.

    Screenshot (474).png

    Have a nice week of coding.
    Best Regards,
     
  19. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    Hi there,
    i think i can declare the new version update as "done"!
    At least the first iteration of it. It was taking too much time and i really need to put this update online for overall feedback and to understand if i am 'going in the right direction', before i move on developing all the new features that i have in mind.

    Now it´s time to finish the new Documentation, refine some assets and hit the publish button!
    Maybe i´ll have i release date when the core parts of the documentation are done.

    Since i decided to publish the update before the scheduled release, some features will be left outside the 6.0.1 and added in future patches:
    • The new real-time GUI will be included but not fully implemented, this means that not all the features will be available on release. I need more feedbacks about it.
    • Some features (like the custom Skybox and the custom Global Fog ) are fully implemented but tagged as "experimental".
    • Ambience Audio Gator. I´ve started rewriting it from scratch, so it will takes a bit longer to be released.
    • Image-Fx rack feature is fully implemented but it will be enhanced in future patches.
    • Visual effects for thunder lightning are not implemented. Thunders generation is already implemented into the weather simulation and can be accessed via the new API and Events system.
    I´ll be back with a more "close to release" update soon.
    Thanks again for the support!

    Best Regards,
     
    treshold likes this.
  20. shwa

    shwa

    Joined:
    Apr 9, 2012
    Posts:
    461
    Thanks for the update, Stefano.
     
    Last edited: Nov 13, 2016
  21. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    Hi everyone,

    I´m still working on the new documentation.
    Here is a draft of the current status if you want to have a look.

    I´m also here to talk about two features of the new version that are giving me some thought. It´s not about the features themselves but it´s more about what´s coming next to Unity in terms of Image-Fx/Post-processing scripts.

    I´m sure you are all aware of the super-cool Post Processing stack feature and new Cinematic Image Effects (shaders).
    Now, the new EG already has something similar to handle/program some of the "old" Standard ImageEffects according to time and weather. It´s called the ImageFX rack.

    I developed that feature way before the announcement of the Post Processing Stack cause i thought it was cool to have presets of imageFx settings and to let the user program their behaviour and interaction with the EG. The point is, should i include a feature that is gonna be set aside as soon as the new Post Processing stack becomes a standard in Unity ? Or i should instead start the implementation of the EG with the new system ?

    Same for the custom GlobalFog i´ve assembled in the new version, it works and looks nice but in this post Panokani says:
    "A really nice fog effect is currently being worked on.So, it's on our roadmap and currently, actively in the making."

    Anyway, i don´t wanna bother you guys with my doubts. I think i´m gonna take a decision about that soon, since the package is (kinda) close to be released.

    Best Regards,
     
    treshold likes this.
  22. shwa

    shwa

    Joined:
    Apr 9, 2012
    Posts:
    461
    Thanks for this update.

    I'd go with the features you are building yourself. Imagefx presets and custom globalfog.

    Relying on Unity's timeline could be a singificant problem, and unity's new approaches may not work well with other assets, etc.

    What version of unity will EG work with?
     
  23. shwa

    shwa

    Joined:
    Apr 9, 2012
    Posts:
    461
    I skimmed thru the documentation. It looks very comprehensive and EG looks powerful.

    Will it come with multiple presets so newbies can get beautiful results with just a few button clicks?
    Having that ease of use will make EG more user friendly to more people, especially when they have installed EG for the first time.

    I'm excited to try out the new version of EG.
     
  24. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    Hello everyone,

    I hate to write docs, but it´s almost done!!
    Actually i´m planning to record some videos tuts but i don´t know if it´s a good idea since that making a good video is both, time consuming and hard to accomplish in English for me, mmhh let's see..

    @shwa
    Sure, there will be a bunch of presets to start with. In some cases they will need few adjustment in order to blend with your scenes but, yes they will be a good starting point. As stated in the docs, though, it is pretty much impossible to build a preset that fits well in any project/scene, there are too many aspects to consider for each single project. Therefore i strongly suggest you to build your own since it´s very easy to do and sometimes it could be better to start one from scratch instead of trying to adjust one that was built over another scene.

    I need to make further tests but any version from 5.0 to 5.4.1 should be good at 100%. ( not tested yet on 5.5 since it´s....meh!? kind of buggy, at least for my experience ).

    Cheers,
     
    treshold likes this.
  25. shwa

    shwa

    Joined:
    Apr 9, 2012
    Posts:
    461
    Thanks for the update, Stefano.
     
  26. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    Hi everyone,

    I would have liked to publish the update before Xmas but, no way...a few things are changed in Unity 5.5 and I have to fix ( aKa rewrite ) part of the rendering module so that it can work with the new Tiers system, plus a couple more things to fix.

    I wish you happy holidays.
    see you in 2017!!

    Best Regards,
     
  27. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    Some updates.
    I will probably build the package is Unity 5.4.x to start have some feedback.
    I´m also testing it Unity5.5.0f3 and is working fine.

    Since i feel a bit stuck atm, I think it´s time to publish the v6 and see what happens. I´ll probably work during the weekend so expect some news at the beginning of next week.

    Have a nice day.

    Best Regards,
     
    John-G likes this.
  28. shwa

    shwa

    Joined:
    Apr 9, 2012
    Posts:
    461
    Good to hear this!
    Looking forward to trying it in unity 5.4.
     
  29. treshold

    treshold

    Joined:
    Nov 9, 2013
    Posts:
    225
    Go eGator!! can't wait to load new version :)
     
  30. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    Hi everyone,
    I´ve uploaded the package for review today! I feel both happy and un-happy of this decision since i'd have liked to refine the package a bit more for the first release but that´s all.

    Some infos:
    • [ Edit ] Price Drop ( from 60$ to 40$ ) read the post below!!
    • Version 6 will require Unity5.4 or higher to work.
    • I´ve also removed the Unity4 version from the package.
    • The Ambience Audio Gator is not yet included since i´m working at the new version that will be included in a future update.
    • The website is under maintenance/update too.
    • The online documentation stills in development.
    Thanks all for the support and fingers crossed for the submission to be approved without issues.

    Best Regards,
     
    Last edited: Jan 12, 2017
    treshold likes this.
  31. shwa

    shwa

    Joined:
    Apr 9, 2012
    Posts:
    461
    Great news.

    Further refining can happen over time.
    Look forward to checking it out once it's approved.
     
  32. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    !Important!
    Waaaait!
    i forgot to mention the price drop ( from 60$ bucks to 40$ )!!
    So if you are going to buy the EG before the version-6 update release, just WAIT!! You´ll save 20$!!;)
     
    Last edited: Jan 12, 2017
  33. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    Hi to all,
    happy to announce that the package has been accepted and it´s available on the asset store !!

    Now it´s time for a quick recap:

    I hate early access releases!
    That´s an early access release!o_O

    So, take it easy for the next 7/10 days, test and explore the new features and share some feedback. In about 1/2 weeks i'm going to publish a patch for the package that will include major refinements ( refined assets, visual component for thunders, the new Audio-Gator component and other minors ).

    As i said in a previous post , I was in the need of some feedback on the new version before i move on with development, that´s why i made this kind of early release.

    The Documentation will be extended as well. Some tutorials should see the light soon.

    After that the first patch has been released, i´ll move on to create Assets for the EG. Those will be available ( most of them for free ) on my website.

    After that, i´ll gather all the useful feedbacks and move on with the development.

    I hope you will enjoy, using the new EG!

    Best Regards,
     
    John-G likes this.
  34. treshold

    treshold

    Joined:
    Nov 9, 2013
    Posts:
    225
    I used Suimono as water module and it uses some own lights for caustics etc and now EnvironmentGator displays warning about extra light in scene on every occassion suggesting Delete / Ignore. Could there be a setting to allow extra lights in the scene? Now the notification pops up every time I do something with EnvironmentGator.
     
  35. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    @treshold
    It seems a bug to me. The sys should be able to gather infos on the dir-Lights but it does not.

    Temporary Work-Around:
    1. Open this script : Assets\EnvironmentGator\Scripts\Editor\MScene.cs
    2. CTRL+ F and search for the method called CheckSetCurrentScene()
    3. Comment the call //CheckSceneLights();
    4. This should do the trick without consequences.
    Sorry about that, already working at an hotfix for this issue.

    [EDIT]
    Ok, I checked and there´s a missing part on the CheckSceneLights() method, my bad.
    Usually a dummy EGIgnore component should be attached to game-objects that we want to be "ignored" by the EG, but in this case is not there. Already fixed.
     
    Last edited: Jan 15, 2017
    treshold likes this.
  36. shwa

    shwa

    Joined:
    Apr 9, 2012
    Posts:
    461
    Just downloaded V6.

    Using Unity 5.4.2 OSX 10.8.5. Did an import and standalone build.
    It works. Looks Good!
    Looking forward to diving deeper to learn more.

    Congrats, Stefano!
     
    Last edited: Jan 15, 2017
  37. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    Hi there,
    moving on towards the "final/official" version 6 release.
    I hope to be able to upload the patch at the end of this week.

    Check the Dev-Log .

    Best Regards,
     
    treshold and StevenP94 like this.
  38. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    The first patch is ready but i´m late with the documentation of the Audio-Gator. I have kind of wasted the entire weekend trying to make a video tutorial for it but it turned out as a long boring thing and now i´m really p......d off since this is gonna delay the release of the patch i guess!
    Let's see if i can write down something decent for the AG documentation
    this evening and in case, i might release it tomorrow..:mad:

    see you tomorrow with some news..
     
    shwa, StevenP94 and treshold like this.
  39. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    Ok.."habemus documentation"..
    Today I should be able to perform the standard, ritual tests and pack-it-up for submission...

    Cheers,
     
    StevenP94 likes this.
  40. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    The update has been submitted for review today.
    Please check the website for the change-log.
    There´s also a new downloads section where you can find a link to the first two ( old ) audio packages to use with the new Audio Gator. I´ll be back as soon as the package has been accepted.
    Have a nice day coding!

    Best Regards,
     
    StevenP94 likes this.
  41. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    Well, i guess the 1st patch is online. Check the updated release note here .
    I`ll be back soon with news about what´s coming within the 2nd patch.

    Have a nice day,
     
  42. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    Hallo, long time, i know....
    I´m currently very busy with other stuff but i´m still on track with the EG that, by the way, is not finished yet..
    The main goal of the 2nd Patch will be to start removing the cheapness!! As I told you, a lot of the current assets
    were merely placeholders and this is gonna change starting from the next patch.

    So, for the next patch i´m going to:
    - Improve or in some cases substitute the clouds textures.
    - Rebuild most of the current Particle Systems.
    - Rework the Elements-Gator component and the GElements from scratch in order to be easier to program and implement custom particle systems.

    After that ( i mean in the 3rd patch ), i´m going to start working to the Wizard-Component that is the final and less complex version of the current Main Editor, in order to simplify the interactions with the EG.

    That´s it for now.

    Best Regards,
     
  43. StevenP94

    StevenP94

    Joined:
    Jun 3, 2013
    Posts:
    143
    Thanks for all your effort!
     
  44. Coalex

    Coalex

    Joined:
    Dec 7, 2016
    Posts:
    11
    Hi There,

    Just wondering if there is an easy way to manipulate the time of day with this system through code. Mainly wanting to be able to change time speed and jump to specific times of day at runtime.

    Cheers,
    Alex
     
  45. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    @Coalex
    Hi, sure, you can use the API to set a specific time and/or day phase at runtime...
    Have a look at this section of the Doc API to have an idea on how to proceed..
    Now I'm away from home and i decided not to bring working related stuff with me..In a few days i'll be back home and operative..i also have some news about the next EG Update...I was waiting for the 2017.1 release..
    Cheers,
    Stefano.
     
  46. Fera_KM

    Fera_KM

    Joined:
    Nov 7, 2013
    Posts:
    307
    Somewhat similar to the last question,

    Is it possible to use a custom sun/moon position/light and feed it into gator in addition to time of day?
     
  47. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    @Kemonono
    Hi, do you mean, to substitute the current lights/gameobjects or to have additional lights and control them with the EG ?
     
  48. Fera_KM

    Fera_KM

    Joined:
    Nov 7, 2013
    Posts:
    307
    @Karlbovsky
    Actually I bought it anyway because I'm curious how it works.
    I need to have all the celestial objects custom made (stars, sun, moon etc), both position, direction and appearance.
     
  49. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    @Kemonono
    Ok, well, at the moment you can obtain what you want but the "process" is a bit convoluted..I'll be glad to help you through it.
     
  50. Karlbovsky

    Karlbovsky

    Joined:
    Jul 11, 2012
    Posts:
    231
    Now I'd like to talk about what's going on in the EG development process.
    As you have noticed, I've slowed it down, just to use a euphemism...

    This has happened for several reasons.

    The more relevant is the fact that I had other work commitments.
    I'm sure you understand that I'm not living with a single package on the asset-store, so I gave priority to other commitments.

    Another reason was that I felt a bit demotivated by the lack of feedback after the latest release, I mean, both, positive or negative feedbacks
    would have stimulated me a bit more to into the development and improvement of the project, but, anyway that´s a problem of mine, not yours, so let´s cut the whining and
    let´s see if the EG should have a future.

    At the moment I'm mostly working at the Audio-Gator in order to give more flexibility to it so that it can be used with any Weather and Day-Night system out there.
    Probably I'll release a stand-alone version of it on the AssetStore.
    The same version will be included in the Environment Gator package.

    Along with this, I'm also pushing forward new ideas/improvements
    for the next patch of EG.

    At the moment I am thinking about:
    - A general simplification of the system.
    - Improvements to the weather system ( features and visual wise ).
    - Improvements to the celestial bodies system ( sun-moon-starfield ).
    - Improvements to the Audio-Gator ( already in development )

    If you have any suggestion, it will be appreciated.

    Greetings,
    Stefano.