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NEW CloudsToy for Unity 5. Volumetric Clouds in Unity for free.

Discussion in 'Editor & General Support' started by jocyf, Nov 12, 2010.

  1. domini

    domini

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    Thank you both for the explanation!
     
  2. TrollHachem

    TrollHachem

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    Any plans to make it react to time of day?
     
  3. jocyf

    jocyf

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    Right now, Nop. Mainly because I don't have free time to spend in this project (maybe in a few months, right now my hands are full with other -paid- projects).

    I'd like to update the clouds shader so they react to ambient light in Unity 5. That way you could simulate the time of the day simply modifying the 'sun' light.
     
  4. tawdry

    tawdry

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    So so sad when i realised cloudtoy did not work with unity 5:( Was seriously thinking about reverting to unity 4 lol then I found this thread:D. Thx Man you are a rock star for getting it working again and offering it for free mate you are a inspiration.
     
  5. jocyf

    jocyf

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    Thanks to you for your kind words. Glad you like it.
     
    Iron-Warrior and manpower13 like this.
  6. Sometimes_Always_Never

    Sometimes_Always_Never

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    I'm just learning that my favorite Unity cloud system was updated to Unity 5 - awesome news. Thank you!
     
  7. Iron-Warrior

    Iron-Warrior

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    This is by far the best free Unity asset I've encountered so far. The attention to detail in the editor inspector is outstanding, I've just spent the last hour playing around with the clouds, huge thank you for releasing this to the community.
     
  8. jocyf

    jocyf

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    Both of you are wellcome. CloudsToy was created to be free (it was done using Unity 3.0), if I have time to upgrade it in the future to make it compatible with upcoming Unity versions, I will do it.

    A lot of people create free content in Unity; the community has been always so awsome... so I wanted to create some free asset as well. I really think this kind of 'sharing stuff thing' is good for everyone. I created a long time long a youtuve channel (Mr. Jocyf) and share with spanish users a lot of complete projects, even a little FPS game called 'CubicLand'.
    I don't have free time to make it anymore, but it was a fantastic experience.

    Maybe in the future I'll release a 'CloudsToy Source version', something cheap (5 bucks maybe?) but first I need time to clean the scripts a little bit; right now it's a mess.
     
    manpower13 likes this.
  9. TerraUnity

    TerraUnity

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  10. jocyf

    jocyf

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    Wow!!! I'm impressed with such glorious graphics, man. Thanks for sharing.
    I'm glad to see that cloudstoy had been used in your project successfully. (I'm proud of myself right now whatching at what you have acomplish!! :))
     
    TerraUnity likes this.
  11. TerraUnity

    TerraUnity

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    Really really glad you liked it, we appreciate your kind words. And not to mention that we couldn't accomplish such graphics without using awesome assets such as CloudsToy made by professionals like you ;)
     
  12. sama-van

    sama-van

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    Hi!
    Playing a bit with CloudsToy and wondering if it were possible to make an entity from scratch in runtime...

    1 - if I AddComponent<CloudsToy>() to a new GameObject () it calls back an error :

    Code (csharp):
    1.  
    2. NullReferenceException
    3. UnityEngine.Material..ctor (UnityEngine.Shader shader) (at C:/buildslave/unity/build/artifacts/generated/common/runtime/ShaderBindings.gen.cs:313)
    4. CloudsToy.Start ()
    5.  
    2 - From the exemple scene if I use the prefab to Instantiate(Resources.Load()) it calls back another error :

    Code (csharp):
    1.  
    2. NullReferenceException: Object reference not set to an instance of an object
    3. CloudParticle..ctor (Vector3 Pos, Quaternion Rot)
    4. CloudsToy.Start ()
    5.  
    6. ArgumentOutOfRangeException: Index is less than 0 or more than or equal to the list count.
    7. Parameter name: index
    8. 0
    9. System.Collections.ArrayList.ThrowNewArgumentOutOfRangeException (System.String name, System.Object actual, System.String message) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections/ArrayList.cs:3261)
    10. System.Collections.ArrayList.get_Item (Int32 index) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections/ArrayList.cs:2652)
    11. CloudsToy.Update ()
    12.  
    13.  
    3 - Finally if I keep the cloudToy prefab in the scene it works.
    But accessing CouldsToy with GetComponent<CloudsToy>() then editing the values as below doesn't have any effect :

    Code (csharp):
    1.  
    2.             cloudToy = goCloud.GetComponent<CloudsToy> ();
    3.             cloudToy.enabled = true;
    4.  
    5.             // default value
    6.             cloudToy.SoftClouds = false;
    7.             cloudToy.NumberClouds = 170;
    8.             cloudToy.SizeFactorPart = 1;
    9.             cloudToy.DisappearMultiplier = 3;
    10.             cloudToy.VelocityMultipier = 0;
    11.             cloudToy.PaintType = CloudsToy.TypePaintDistr.Below;
    12.             cloudToy.CloudColor = Color.blue;
    13.             cloudToy.MainColor = Color.grey;
    14.             cloudToy.SecondColor = Color.gray * 0.5f;
    15.             cloudToy.TintStrength = 80;
    16.             cloudToy.offset = 0.8f;
    17.             cloudToy.PT1ScaleWidth = 55;
    18.             cloudToy.PT1ScaleHeight = 5;
    19.             cloudToy.MaxDepthCloud = 130;
    20.             cloudToy.IsAnimate = true;
    21.             cloudToy.AnimationVelocity = 0.6f;
    22.             cloudToy.NumberOfShadows = CloudsToy.TypeShadow.Some;
    23.  
    24.  
    If the CloudsToy could be created from scratch in runtimes then editing his settings also in runtime would be awesome...
    Do you think that is possible?...

    Thanks!
    Cheers :)
     
  13. jocyf

    jocyf

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    Posts:
    288
    Hi!


    First of all, sorry for the late answer.
    I needed some free time to create a proper answer, run some tests and provide some information.

    All that you are trying to do can be done in runtime.
    I create a little script and tested it so you can see how to do both: Create clouds from scrath or acces an existing CloudsToy object and modify it.

    I provided as comments in the code the public function to create Clouds Type presets (Stormy, Sunrise,...) and include that same funcions code so you see the variables to tweak.

    Code (CSharp):
    1. // Cloudstoy Creation from scrath or Accessing to a existign clouds toy to modify something
    2. // (Color, number clouds, size, etc...).
    3. //
    4. //
    5. // CloudsToy public presets:
    6. // SetPresetFantasy();
    7. // SetPresetSunrise();
    8. // SetPresetStormy();
    9. //
    10. // To force update and Regenerate & Repaint all the clouds.
    11. // EditorRepaintClouds();
    12.  
    13.  
    14. using UnityEngine;
    15. using System.Collections;
    16.  
    17. public class CreateCloudsToy : MonoBehaviour {
    18.  
    19.     public bool createNewCloudsToy = true;
    20.  
    21.     [Space(10)]
    22.     public GameObject goCloud;
    23.     [SerializeField]
    24.     private CloudsToy cloudToy;
    25.  
    26.  
    27.     // Clouds shaders & projector material to be used.
    28.     // Use by default the same values the CloudsToy Prefab has (dragging it in the inspector).
    29.     [Space(10)]
    30.     public Shader realisticShader;
    31.     public Shader brightShader;
    32.     public Material projectorMaterial;
    33.  
    34.  
    35.     // Cloud Textures. ( Assign in inspector the same textures the CloudsToy Prefab has).
    36.     [Space(10)]
    37.     public Texture2D[] CloudsTextAdd = new Texture2D[6];
    38.     public Texture2D[] CloudsTextBlended = new Texture2D[6];
    39.  
    40.  
    41.  
    42.     void Start () {
    43.  
    44.         // CreateCloudsToy Creation: Can  be done by assignning the needed variables that the original prefab has.
    45.         // So, by assigning the needed textures and shaders, it will work.
    46.  
    47.         if(createNewCloudsToy){      
    48.             goCloud = this.gameObject;
    49.             cloudToy = goCloud.AddComponent<CloudsToy> ();
    50.             cloudToy.enabled = true;
    51.  
    52.             // Assign the clouds shaders
    53.             cloudToy.realisticShader = realisticShader;
    54.             cloudToy.brightShader = brightShader;
    55.             cloudToy.projectorMaterial = projectorMaterial;
    56.  
    57.             // Assign the basic textures to create the clouds with.
    58.             for (int i = 0; i < CloudsTextAdd.Length; i++)
    59.                 cloudToy.CloudsTextAdd[i] = CloudsTextAdd[i];
    60.          
    61.             for (int i = 0; i < CloudsTextBlended.Length; i++)
    62.                 cloudToy.CloudsTextBlended[i] = CloudsTextBlended[i];
    63.  
    64.             // default cloud type value
    65.             cloudToy.SetPresetStormy(); // Creates Stormy type clouds.
    66.         }
    67.         else{
    68.             cloudToy = goCloud.GetComponent<CloudsToy> ();    // Can be accessed and modified.
    69.         }
    70.  
    71.  
    72.         // Tweaking the values...
    73.         // Blue awfull clouds!!!
    74.         cloudToy.SoftClouds = false;
    75.         cloudToy.NumberClouds = 170;
    76.         cloudToy.SizeFactorPart = 1;
    77.         cloudToy.DisappearMultiplier = 3;
    78.         cloudToy.VelocityMultipier = 0;
    79.         cloudToy.PaintType = CloudsToy.TypePaintDistr.Below;
    80.         cloudToy.CloudColor = Color.blue;
    81.         cloudToy.MainColor = Color.grey;
    82.         cloudToy.SecondColor = Color.gray * 0.5f;
    83.         cloudToy.TintStrength = 80;
    84.         cloudToy.offset = 0.8f;
    85.         cloudToy.PT1ScaleWidth = 55;
    86.         cloudToy.PT1ScaleHeight = 5;
    87.         cloudToy.MaxDepthCloud = 130;
    88.         cloudToy.IsAnimate = true;
    89.         cloudToy.AnimationVelocity = 0.6f;
    90.         cloudToy.NumberOfShadows = CloudsToy.TypeShadow.Some;
    91.  
    92.         cloudToy.EditorRepaintClouds();
    93.     }
    94.  
    95. }
    96.  
    97.  
    98.  
    99.  
    100. /*
    101. // Here you can see the CloudsToy original code to create the clouds using the presets.
    102. // So you can know what variables are actually being tweaked.
    103.  
    104. // Clouds type Presets.
    105. public void  SetPresetStormy (){
    106.  
    107.     CloudPreset = TypePreset.Stormy;
    108.     CloudRender = TypeRender.Realistic;
    109.     CloudDetail = TypeDetail.Normal;
    110.     SetCloudDetailParams();
    111.     TypeClouds = Type.Nimbus2;
    112.     SoftClouds = false;
    113.     SpreadDir = new Vector3(-1, 0, 0);
    114.     LengthSpread = 1;
    115.     NumberClouds = 100;
    116.     //Side = new Vector3(2000, 500, 2000);
    117.     DisappearMultiplier = 2;
    118.     MaximunVelocity = new Vector3(-10, 0, 0);
    119.     VelocityMultipier = 0.85f;
    120.     PaintType = TypePaintDistr.Below;
    121.     CloudColor = new Color(0.9f, 0.9f, 0.9f, 0.5f);
    122.     MainColor = new Color(0.62f, 0.62f, 0.62f, 0.3f);
    123.     SecondColor = new Color(0.31f, 0.31f, 0.31f, 1);
    124.     TintStrength = 80;
    125.     offset = 0.8f;
    126.     MaxWithCloud = 200;
    127.     MaxTallCloud = 50;
    128.     MaxDepthCloud = 200;
    129.     FixedSize = false;
    130.     NumberOfShadows = TypeShadow.Some;
    131. }
    132.  
    133. public void  SetPresetSunrise (){
    134.  
    135.     CloudPreset = TypePreset.Sunrise;
    136.     CloudRender = TypeRender.Bright;
    137.     CloudDetail = TypeDetail.Low;
    138.     SetCloudDetailParams();
    139.     EmissionMult = 1.6f;
    140.     SizeFactorPart = 1.5f;
    141.     TypeClouds = Type.Cirrus1;
    142.     SoftClouds = true;
    143.     SpreadDir = new Vector3(-1, 0, 0);
    144.     LengthSpread = 4;
    145.     NumberClouds = 135;
    146.     //Side = new Vector3(2000, 500, 2000);
    147.     DisappearMultiplier = 2;
    148.     MaximunVelocity = new Vector3(-10, 0, 0);
    149.     VelocityMultipier = 6.2f;
    150.     PaintType = TypePaintDistr.Below;
    151.     CloudColor = new Color(0.2f, 0.2f, 0.2f, 1f);
    152.     MainColor = new Color(1f, 1f, 0.66f, 0.5f);
    153.     SecondColor = new Color(1f, 0.74f, 0f, 1f);
    154.     TintStrength = 100;
    155.     offset = 1;
    156.     MaxWithCloud = 500;
    157.     MaxTallCloud = 20;
    158.     MaxDepthCloud = 500;
    159.     FixedSize = true;
    160.     NumberOfShadows = TypeShadow.None;
    161.  
    162. }
    163.  
    164. public void  SetPresetFantasy (){
    165.  
    166.     CloudPreset = TypePreset.Fantasy;
    167.     CloudRender = TypeRender.Bright;
    168.     CloudDetail = TypeDetail.Low;
    169.     EmissionMult = 0.3f;
    170.     SetCloudDetailParams();
    171.     TypeClouds = Type.Nimbus4;
    172.     SoftClouds = false;
    173.     SpreadDir = new Vector3(-1, 0, 0);
    174.     LengthSpread = 1;
    175.     NumberClouds = 200;
    176.     //Side = new Vector3(2000, 500, 2000);
    177.     DisappearMultiplier = 2;
    178.     MaximunVelocity = new Vector3(-10, 0, 0);
    179.     VelocityMultipier = 0.50f;
    180.     PaintType = TypePaintDistr.Random;
    181.     CloudColor = new Color(0.15f, 0.15f, 0.15f, 0.5f);
    182.     MainColor = new Color(1, 0.62f, 0, 1);
    183.     SecondColor = new Color(0.5f, 0.5f, 0.5f, 1);
    184.     TintStrength = 50;
    185.     offset = 0.2f;
    186.     MaxWithCloud = 200;
    187.     MaxTallCloud = 50;
    188.     MaxDepthCloud = 200;
    189.     FixedSize = true;
    190.     NumberOfShadows = TypeShadow.Some;
    191. }
    192.  
    193. */


    Here you have a screenshoot of the values needed in case you want to create a cloudsToy object from scrath (the CloudsToy script need the shaders and textures to work properly, if not provided it will launch console errors). As I said early this script can do both, create a CloudsToy Object from zero or access and existing CloudsToy Object (that you drag in the first var.) so you can modify it.

    This script is provided as an example with some important info about the internal funcions and variables that can be use to do that tasks.


    CloudsToy ScreenShoot.jpg


    Here you have all public variables used in CloudsToy that can be modified (NOT included the variables needed to create procedural textures).

    Code (CSharp):
    1. //=================================================================================
    2.     public int MaximunClouds = 300;  // The maximun Clouds the system will manage in total.
    3.     //=================================================================================
    4.  
    5.     //=================================================================================
    6.     public enum TypePreset { None = 0, Stormy = 1, Sunrise = 2, Fantasy = 3 }
    7.     public TypePreset CloudPreset = TypePreset.None;
    8.     public enum TypeRender { Bright = 0, Realistic = 1 }
    9.     public TypeRender CloudRender = TypeRender.Bright;
    10.     public enum TypeDetail { Low = 0, Normal = 1, High = 2 }
    11.     public TypeDetail CloudDetail = TypeDetail.Low;
    12.     public enum Type { Nimbus1=0, Nimbus2=1, Nimbus3=2, Nimbus4=3, Cirrus1=4, Cirrus2=5, MixNimbus=6, MixCirrus=7, MixAll=8, PT1 = 9 }
    13.     public Type TypeClouds = Type.Nimbus1;
    14.        
    15.     // Clouds shaders & projector material to be used.
    16.     public Shader realisticShader;
    17.     public Shader brightShader;
    18.     public Material projectorMaterial;
    19.  
    20.     // Particles Advanced Settings
    21.     //=================================================================================
    22.     public float PositionCheckerTime = 0.1f;  // The time period to check the cloud position.
    23.     //=================================================================================
    24.     public float SizeFactorPart = 1;
    25.     public float EmissionMult = 1;
    26.  
    27.     // Cloud vars.
    28.     public bool SoftClouds = false;
    29.     public Vector3 SpreadDir = new Vector3(-1, 0, 0);
    30.     public float LengthSpread = 1;
    31.     public int NumberClouds = 100;
    32.     public Vector3 Side = new Vector3(1000, 500, 1000);
    33.     public Vector3 MaximunVelocity = new Vector3(-10, 0, 0);
    34.     public float VelocityMultipier = 1;
    35.     public float DisappearMultiplier = 1.5f;
    36.     public enum TypePaintDistr { Random = 0, Below = 1 }
    37.     public TypePaintDistr PaintType = TypePaintDistr.Below;
    38.     public Color CloudColor = new Color(1, 1, 1, 1);
    39.     public Color MainColor = new Color(1, 1, 1, 1);
    40.     public Color SecondColor = new Color(0.5f, 0.5f, 0.5f, 1);
    41.     public int TintStrength = 50;
    42.     public float offset = 0.5f;
    43.     public int MaxWithCloud = 100;
    44.     public int MaxTallCloud = 40;
    45.     public int MaxDepthCloud = 100;
    46.     public bool  FixedSize = true;
    47.     public enum TypeShadow { All = 0, Most = 1, Half = 2, Some = 3, None = 4 }
    48.     public TypeShadow NumberOfShadows = TypeShadow.Some;
    49.     public Texture2D[] CloudsTextAdd = new Texture2D[6];
    50.     public Texture2D[] CloudsTextBlended = new Texture2D[6];
    51.     public bool IsAnimate = true;
    52.     public float AnimationVelocity = 0;

    Hope that helps.

    Jocyf.
     
  14. sama-van

    sama-van

    Joined:
    Jun 2, 2009
    Posts:
    1,734
    Myself a bit distant from the forum then...
    Gonna try your method and come back to you asap to confirm!
    Thank you so much for the sharp and detailled answer!
    Awesome support! :)
     
  15. jocyf

    jocyf

    Joined:
    Jan 30, 2007
    Posts:
    288
    CloudsToy v1.3 is available in the asset store; as always it's free.

    This new version as a runtime clouds creation example included, fix a nasty IOS bug and general project cleanup.
    Among other things all Unityscript code has been deleted or converted to C#, acording to this Unity's blog entry:
    https://blogs.unity3d.com/2017/08/11/unityscripts-long-ride-off-into-the-sunset/

    This will be the last update of Cloudstoy using legacy particles.

    Next major update -CloudsToyv2.0- will be shuriken based (due to Unity's plans to remove legacy particle system in the future witch perfect makes sense).

    Enjoy!
    Jocyf

    Edit: Upgrade deleting all existing cloudstoy folders before importing this new version. Make a backup first!
     
  16. jocyf

    jocyf

    Joined:
    Jan 30, 2007
    Posts:
    288
    Hi,
    CloudsToy v2.0 is available in the asset store.

    This new version has been upgraded to use it with shuriken particles, so It's a big update. I've tried to make the clouds look exactly as they looked in earlier versions (which cost me the most) and I think I succeed.

    Hope you like it!!!

    On the other hand, CloudsToy Source has been submitted to the asset store and will be available soon. It's the same CloudsToy with the same functionality as the free version BUT it has all the source code included instead a DLL file (as always has been so far). It only will cost $5; so if you need to tweak something or want to know how it has been made, now you can!

    CloudsToy always has been free (and always has been DLL based), that's the reason I decided to offer this new CloudsToy Source Asset and to sell it so cheap, so anyone can get it.
     
    Last edited: Oct 3, 2017
  17. jocyf

    jocyf

    Joined:
    Jan 30, 2007
    Posts:
    288
    CloudsToy v2.1 is already available in the asset store.
    This version fixes some bugs and add some new cloud's presets.

    If you detect any bug please contact me by email ( jocyf@jocyf.com ) or using the forum.
     
  18. jocyf

    jocyf

    Joined:
    Jan 30, 2007
    Posts:
    288
    About Cloudstoy Source: After a 3-week review process (new asset approval/rejection takes a long time) my new asset has been rejected due to the inclusion of "Standard Assets" in the project. (??)

    I will delete the standard assets folder (terrain textures and some flare), submit again and see what happens.
     
  19. jocyf

    jocyf

    Joined:
    Jan 30, 2007
    Posts:
    288
    CloudsToy source v1 is available in the asset store :)
    I've submitted a new version to match the Clousdtoy Free features. It should be available in a few days.
     
  20. jocyf

    jocyf

    Joined:
    Jan 30, 2007
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    The new CloudsToy version (v2.1) is already available in the Asset Store.
    It maches the same version and features than the Free version. I lowered the price to 4$ because in euros its price was greater than 5 Euros (I suppose that's because the taxes) and I didn't want to exceed 5 Euros.

    In the next weeks I will fix some minor bug I detected and I'll try to add minor details to it.
     
    Last edited: Oct 3, 2017
  21. jocyf

    jocyf

    Joined:
    Jan 30, 2007
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    Sale! Cloudstoy 50% off untill new year.
     
  22. jocyf

    jocyf

    Joined:
    Jan 30, 2007
    Posts:
    288
    Hi,
    I'm working in the next CloudsToy version (v2.2.0) and I want to share with you a video showing the new demo scenes (will be included in the asset).
    As always, CloudsToy is FREE and this version will be available in a few days. Hope you enjoy it!!

     
    Last edited: Jun 28, 2018
  23. jocyf

    jocyf

    Joined:
    Jan 30, 2007
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    Hi again,

    As a preview I compiled a CloudsToy WebGL version of my new demo (v2.2.0):

    In my case it works but at low FPS (i suposse it's a webgl platform thing... in standalone it works like a charm).
    I will try to make an optimized version, but for testing purposes could be enought for now:

    www.jocyf.com/Preview/CloudsToyWebGL/index.html

    Regards,
    Jocyf
     
  24. jocyf

    jocyf

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  25. jgjkkkxghckukuktukuuyjuAniow

    jgjkkkxghckukuktukuuyjuAniow

    Joined:
    Apr 8, 2014
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    Thank you! A lot of respect for you for a free asset! ;)

    How do you like the idea of making a mode in which we can control each cloud?

    For example, the ability to see all the clouds in the scene window.
    Thus, move or increase each cloud, etc.

    For example, so we can make a lot of clouds around the mountain.
     
  26. jocyf

    jocyf

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    Posts:
    288
    A new version has arrived to the asset store (v2.2.1). This new version has starts and falling stars in the night demo scene. Now, there are rocks, new textures and flowers and a new tree in the terrain too. Scenes has been lightly modified to reflect those changes. And all for FREE!!

    To clarify, you can see the inicial CloudsToy configuration here:

    You can see how it works in WebGL here: http://www.jocyf.com/Preview/CloudsToyWebGL/index.html

    I can't start making such changes in CloudsToy right now. But you can buy the CloudsToy Source version (with all source code included) and give it a try!!!! https://www.assetstore.unity3d.com/en/#!/content/99415

    Best,
    Jocyf
     
    Last edited: May 12, 2019
  27. Fibonaccov

    Fibonaccov

    Joined:
    May 5, 2020
    Posts:
    58
    Hi Jocyf,

    Really like your asset - used it for quite a while but I can no longer get the expected results from demo scenes since Unity 2019.3+ - Have you had a chance to run it on that version level yet? What I now see if much smaller clouds and most of the time none appears even after fiddling with the project settings, etc.

    Cheers
     
  28. jocyf

    jocyf

    Joined:
    Jan 30, 2007
    Posts:
    288
    I haven't tested Cloustoy using 2019.3.x (or the new 2019.4.x LTS). I will take a look (in the next days) to see what the problem is and try to fix it.

    Best,
    Jocyf
     
  29. jocyf

    jocyf

    Joined:
    Jan 30, 2007
    Posts:
    288
    I've been testing Cloudstoy using 2019.4.0 LTS and everything works fine on Standalone on Windows 10 in the editor.

    - Have you tested Cloudstoy using an empty project to see if everything is ok?
    - What unity version are you using? (I recommend you to update from 2019.3.x to 2019.4.x LTS)
    - I only can test it on windows? are you using mac or linux?
     
    Fibonaccov likes this.
  30. Fibonaccov

    Fibonaccov

    Joined:
    May 5, 2020
    Posts:
    58
    Hi Jocyf,

    Sorry I never got notified of your new posts - I have tested again on a new scene and it is working fine - must have been a conflict in my other scene - I just got the source version as I am really liking your product. Thanks for the great support!

    Best.
     
    jocyf likes this.
  31. jocyf

    jocyf

    Joined:
    Jan 30, 2007
    Posts:
    288
    Hi, just a little curiosity...
    Cloudstoy has being downloaded about 100 times each month (it was published in the Asset Store in 2015) but it only has 56 ratings and 21 reviews in total along all these years.

    I hope you know what to do next... ;)

    PD: Notice I'm not asking for 5 stars at all. Vote as you feel the asset deserves; that's enought for other users to get an idea about it.
     
    Last edited: Jul 12, 2020
    Fibonaccov likes this.