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[RELEASED] Enviro - Sky and Weather (Dynamic Sky and Weather System)

Discussion in 'Assets and Asset Store' started by Vondox, Apr 11, 2015.

  1. eblumrich

    eblumrich

    Joined:
    Nov 12, 2015
    Posts:
    105
    Hi.

    Love the asset, but in my current build, I am getting a cascading error:


    ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
    Parameter name: index
    System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    EnviroSky.CalculateSatPositions (System.Single siderealTime) (at Assets/Enviro - Dynamic Enviroment/Scripts/EnviroSky.cs:1361)
    EnviroSky.Update () (at Assets/Enviro - Dynamic Enviroment/Scripts/EnviroSky.cs:1560)

    Any idea why this might be happening?

    Thanks for the excellent product, and any help you might provide.
     
  2. Vondox

    Vondox

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    Hello, there is a component for adding enviro audio sources to your an audio mixer. Please add the "EnviroAudioMixerSupport" component to the EnviroSky object in your scene and assign your audio mixer and groups.
     
  3. Vondox

    Vondox

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    Hello, please check your satellite settings in your profile. You maybe got an entry without attached prefab to instantiate. This is will actual been fixed in next update.
     
  4. gghitman69

    gghitman69

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    @Vondox hi can you create 3d cloud prefabs to place on the map of course with the current weather ou create shader for this please
     
  5. wz29159011

    wz29159011

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    Excuse me, is this problem solved?
     
  6. SickaGamer

    SickaGamer

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    Where is the big update?
     
  7. Vondox

    Vondox

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    Hello, sorry but currently not possible. But I got this on my list and already started to experiment on something like this.
     
  8. Vondox

    Vondox

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    I will check this in 2.1.0 as moon rendering has been changed.
     
  9. Vondox

    Vondox

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    Hi, we are close now. Only a few smaller issues needs to be resolved in gamma color space. Also need to test VR before release.
     
    SickaGamer likes this.
  10. bezo0

    bezo0

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    Hey. I have a problem with reflections, I can not lower the intensity of reflection, the mountains Shine like a mirror.
     
  11. RonnyDance

    RonnyDance

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    Well are you using any Reflection Probes? If yes you have to add the EnviroReflectionProbe component to i to get it updated with current Enviro Weather and Time.
    Also you can try to disable the GlobalReflectionProbe in the Enviro Settings, which is active by default with an intensity of 0.75.

    Rebake your Probes after the change.
    Should be one of those two things.

    Cheers
    Ronny
     
  12. bezo0

    bezo0

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    Something I missed, apparently, the Shader was the problem. Fixed it. Thanks.
     
  13. razzraziel

    razzraziel

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    is it ok to have two EnviroLightShafts.cs on camera automatically? even removed them before start but it adds two same scripts again.
     
  14. AngelBeatsZzz

    AngelBeatsZzz

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    Rain and snow will enter the house through the roof. I tried to adjust their height and "Start Lifetime", but that didn't help. What should I do?
     
  15. RonnyDance

    RonnyDance

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    You need to work with Exclude layers or use the Enviro Interior component disabling weather effects when entering a interior.
     
  16. AngelBeatsZzz

    AngelBeatsZzz

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    My building was built by the player, so it is difficult to use the Enviro Interior component. Where are the Exclude layers options? I didn't find it.
     
  17. Vondox

    Vondox

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    Hello, that's okay. One for sun and one for moon. But they will be merged in 2.1.0.
     
    razzraziel likes this.
  18. Vondox

    Vondox

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    Hello, you need to setup your roof parts and enviro particle systems:
    Answered here
     
  19. AngelBeatsZzz

    AngelBeatsZzz

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    I used a large Cube and set it up as required. Rain particles can collide with the Cube, but there will still be rain through the Cube when the character is standing under the Cube.
     
  20. DavidBVal

    DavidBVal

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    Is there a performance tuning guide for Enviro? Just the default settings cause a big drop of FPS on my game, from 60 to 30-40.

    Also a question, can I manually advance/pause the time in enviro somehow? I don't want to stop timescale because I want to still use it for animations, but at some circumstances I don't want time in my game to progress.
     
  21. RonnyDance

    RonnyDance

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    Hmm I don't have this issues, but you have multiple options for getting more FPS. Some of them are:
    - Use Ambient Mode: Flat in Lightning Tab
    - Decrease the Cloud Quality in Clouds Tab
    - Use Simple Fog or Linear Fog in Fog Tab
    - Dercrease Volume Lightning Resolution in Volume Lightning
    - Decrease Lightshaft Quality when using in Lightshaft Tab
    - Decrease the Quality in general under Quality Tab
    - Consider that with Enviro you will cast moving shadows using Enviro Direct Lighning. So take a look to your Shadow Settings in general and of every realtime point light you have and tune them.

    Cheers
    Ronny
     
    Vondox likes this.
  22. Vondox

    Vondox

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    Please try to tweak the voxel size setting. Or try to use an higher collision quality.
     
  23. Vondox

    Vondox

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    Hello, you can stop time progressing with:

    EnviroSky.instance.GameTime.ProgressTime = EnviroTime.TimeProgressMode.None;
    and enable again with:
    EnviroSky.instance.GameTime.ProgressTime = EnviroTime.TimeProgressMode.Simulated;


    About your performance issue:

    Please contact me in private message with some screenshots of your profiler and we can have a look into that together.
     
    FBKacquisti likes this.
  24. Krytecks

    Krytecks

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    Hey hello, i have a little question, lightshafts are working for me in the editor, but not in the final build, someone have an idea why ? :/
     
  25. Vondox

    Vondox

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    Hello, are you talking about directional volume lighting? For that one you need to add the Enviro/VolumeLight shader to your list of always included shaders in your Unity project settings. Please check the documentation that is included with package for more details.
     
  26. Krytecks

    Krytecks

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    Oh yeah it work, sorry i forgot this part !
    Thanks for your time ! :D
     
  27. SveinEven

    SveinEven

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    Thanks.
    It works better than the original, but the fog is still affecting the water less than it should.
     
  28. Firlefanz73

    Firlefanz73

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    Hello,

    again I realized when my Player travels a far distance by Walking or uses a Portal and is spawned somewhere else far away, the shadows that are created by the enviro direct light start "flickering". I think I had this Problem before using enviro, too.

    Does anybody have a solution or idea how to get rid of the shadwos flickering caused by the direct sunlight when Player (and camera attached to Player) have changed their Position a lot?

    Thanks :)
     
  29. RonnyDance

    RonnyDance

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    Hmm, could also be pointing float issue. How far away are you porting from the origin? What means "far away" exactly?
    As far you are from the origin more jittering you will receive. See: https://forum.unity.com/threads/ani...ng-when-around-1500-units-from-origin.557755/ where the user has (animation) jittering with 1500m. Perhaps shadows are also an issue together with Enviro?

    Did you play with near plane and shadow biasvalues? Using 0,1 or 0,01 instead of the default 0,3 for near plane for example?

    Cheers
    Ronny
     
    Firlefanz73 likes this.
  30. Firlefanz73

    Firlefanz73

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    My world is around 6x6 km large and -200 to 200 m high.
    Yes I changed the camera near plane, but does not help much, and my camera far plane is dynamic from the current fps (around 100-150 m)…

    Is there a way to get the enviro direct light Position Closer to the Player, but still being correct relative to it's daytime?

    I found some People saying you should Play around with the light's bias and bias normals, I will try later if it helps.
     
    Last edited: Feb 19, 2019
  31. Vondox

    Vondox

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    Hi, yeah please try to tweak the shadow settings (near plane and maybe bias) on the "Enviro Directional Light". Btw. the position of directional lights is irrelevant.
     
    Firlefanz73 likes this.
  32. Firlefanz73

    Firlefanz73

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    Thanks, both of you!
     
  33. SickaGamer

    SickaGamer

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    How is the update coming?
     
  34. Recon03

    Recon03

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    Hey Hendrik, glad your still hard at work, with this tool I don't check the forums often. keep up the great work!
     
    Vondox likes this.
  35. rulan

    rulan

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    Where can I download the Mirror network integration ?
     
  36. Vondox

    Vondox

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    Hi, I have uploaded beta version to our skype group for testing now. I also invite some more testers later that already messaged me. Once I got some feedback and fixed issues that maybe show up I will prepare the final release to asset store.
     
    SickaGamer likes this.
  37. Vondox

    Vondox

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    I will send it to you in private message, one moment please. :)
     
  38. swredcam

    swredcam

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    Is there an easy way to bump up the fog level via script? I only need it heavy for a short period and will probably just use a cube with a collider to activate it. I see in the docs how to swap profiles via script but would rather just tweak this one setting.
     
  39. Venil-Prasath

    Venil-Prasath

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    ty
     
  40. pahctek

    pahctek

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    Feb 11, 2019
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    Hi, I'm using Enviro as default setting on 2018.3.6f Windows DX11..

    I tried to profile my scene with profile on runtime, there was something strange things on cubemap section.
    I wonder if this is working properly.
    Does Enviro always take up 0.88gb x2 of cube map memory?

    Let me know if I'm setting something wrong.
    I want to use all functions as lightly as possible except for the volumetric Cloud.



    Thanks.
    Regards, Pahctek.
     
  41. Vondox

    Vondox

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    Hello, you could use the EnviroZone component to change weather to foggy for example. Add a new gameobject and add the EnviroZone component to it. Now change the size and only add the "Foggy" weather preset to it. When your player now steps into that area it will change to foggy and change back to normal weather when you leave that area.

    You also could code that yourself of course. Tell me if you need further help with that, or if that isn't what you are looking for.
     
  42. Vondox

    Vondox

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    Hello, that is very strange! It should be 128 MB with default import settings in 4096x4096. You can lower that by reducing the resolution of those two cubemaps. Or even don't use a galaxy cubemap at all. Could you please send me a screenshot of your import settings for those cubemaps in private message?

    upload_2019-2-22_16-31-37.png
     
  43. gecko

    gecko

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    What's the ETA of v2.1? I'm mostly eager for Veg Studio Pro integration (for snow and rain), but would be curious if you have a list of all new stuff in it :)
     
  44. Waterlane

    Waterlane

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    I get that HDRP is in preview (and might be for some time) - but any ETA on when it might be supported?
     
  45. Ruonan

    Ruonan

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    Dec 6, 2012
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    Hey Vondox,

    I like your asset, it is great.
    But I still try to learn it.
    I want to make a SandStorm weather.

    There is some pic I am using us reference




    But try some times I got a result like this:

    upload_2019-2-23_17-4-36.png

    it should be clear nearly camera but its seems I made it wrong. Not sure How do I fix it can you give me tips on this?
    Thank you
     
  46. RonnyDance

    RonnyDance

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    Hey try to set your Start Distance value higher in your Enviro Fog settings:
    upload_2019-2-23_10-51-29.png

    Use something like 20 or 50 and you should have clear vision around your camera.
     
    Vondox likes this.
  47. Vondox

    Vondox

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    Hello, I can send you the testing version later. Still waiting for some more feedback to be sure things are working well for a release.
     
  48. Vondox

    Vondox

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    Hello, sorry no eta yet. First I will release 2.1.0 to the asset store, but I already started to work on srp support.
     
    mmaclaurin and Waterlane like this.
  49. Firlefanz73

    Firlefanz73

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    Me, too please :)
     
    Eva-Dragonflame likes this.
  50. Vondox

    Vondox

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    Sent you link in private message. :)