Search Unity

  1. Unity 2020.1 has been released.
    Dismiss Notice
  2. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice

[RELEASED] UniStorm 4.2 - AAA Procedural Volumetric Clouds, Weather, Sky, Cloud Shadows, & More!

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

  1. anunnaki2016

    anunnaki2016

    Joined:
    Jun 16, 2016
    Posts:
    92
    @BHS unet is finish please add photon next update
     
  2. MrG

    MrG

    Joined:
    Oct 6, 2012
    Posts:
    335
    @BHS Maybe you need a Request-A-Quote area on your website for custom integration requests :)
     
    anunnaki2016 likes this.
  3. anunnaki2016

    anunnaki2016

    Joined:
    Jun 16, 2016
    Posts:
    92
    Asset need photon, version 2 have so i think is cool add too for v3
     
  4. ppoppojoa

    ppoppojoa

    Joined:
    Oct 12, 2017
    Posts:
    6
    Hi, I'm looking for some weather assets to purchase. I have few questions.

    * Is it possible to strike lightning right away anytime when I need? or random only ?

    * Is it possible to use external snow particle for more strong snow motion ?
     
    Last edited: Nov 28, 2018
  5. MarceloASG

    MarceloASG

    Joined:
    Jun 15, 2017
    Posts:
    23
    In the Save Player Data script when I save on a sunny day and load on a rainy day the rain clouds keep popping up. Is there any way to take out the rain clouds when I load the game?(Google Translate)
     
  6. MarceloASG

    MarceloASG

    Joined:
    Jun 15, 2017
    Posts:
    23
    I solved the problem by reopening the scene again but the following error appears
    "NullReferenceException: Do not create your own module instances, get them from a ParticleSystem instance
    UnityEngine.ParticleSystem+EmissionModule.set_rateOverTime (MinMaxCurve value) (at C:/buildslave/unity/build/artifacts/generated/common/modules/ParticleSystem/ParticleSystemBindings.gen.cs:955)
    UniStormWeatherSystem_C.ParticleUpdater () (at Assets/UniStorm (Desktop)/Scripts (Desktop)/UniStorm Systems/UniStormWeatherSystem_C.cs:3417)
    UniStormWeatherSystem_C.FadeOutPrecipitation () (at Assets/UniStorm (Desktop)/Scripts (Desktop)/UniStorm Systems/UniStormWeatherSystem_C.cs:2056)
    UniStormWeatherSystem_C.WeatherForecaster () (at Assets/UniStorm (Desktop)/Scripts (Desktop)/UniStorm Systems/UniStormWeatherSystem_C.cs:1877)
    UniStormWeatherSystem_C.CalculateSeaon () (at Assets/UniStorm (Desktop)/Scripts (Desktop)/UniStorm Systems/UniStormWeatherSystem_C.cs:2473)
    UniStormWeatherSystem_C.Update () (at Assets/UniStorm (Desktop)/Scripts (Desktop)/UniStorm Systems/UniStormWeatherSystem_C.cs:1274)
    NullReferenceException: Do not create your own module instances, get them from a ParticleSystem instance
    UnityEngine.ParticleSystem+EmissionModule.set_rateOverTime (MinMaxCurve value) (at C:/buildslave/unity/build/artifacts/generated/common/modules/ParticleSystem/ParticleSystemBindings.gen.cs:955)
    UniStormWeatherSystem_C.ParticleUpdater () (at Assets/UniStorm (Desktop)/Scripts (Desktop)/UniStorm Systems/UniStormWeatherSystem_C.cs:3417)
    UniStormWeatherSystem_C.FadeOutPrecipitation () (at Assets/UniStorm (Desktop)/Scripts (Desktop)/UniStorm Systems/UniStormWeatherSystem_C.cs:2056)
    UniStormWeatherSystem_C.WeatherForecaster () (at Assets/UniStorm (Desktop)/Scripts (Desktop)/UniStorm Systems/UniStormWeatherSystem_C.cs:1877)
    UniStormWeatherSystem_C.CalculateSeaon () (at Assets/UniStorm (Desktop)/Scripts (Desktop)/UniStorm Systems/UniStormWeatherSystem_C.cs:2473)
    UniStormWeatherSystem_C.Update () (at Assets/UniStorm (Desktop)/Scripts (Desktop)/UniStorm Systems/UniStormWeatherSystem_C.cs:1274)"
     
  7. Alex3333

    Alex3333

    Joined:
    Dec 29, 2014
    Posts:
    342
    Good day. you have a script that synchronizes the weather, day shift, etc. for a photon?
     
  8. Slaghton

    Slaghton

    Joined:
    Sep 9, 2013
    Posts:
    135
    I saw that unistorm toon got canceled in the past. Is there a way to tweak clouds to take on a similar look? Someone mentioned them not being toon enough or something in a past thread but they did look good (am a 3D artist).
     
  9. Alex3333

    Alex3333

    Joined:
    Dec 29, 2014
    Posts:
    342
  10. Jschilz1

    Jschilz1

    Joined:
    Jul 18, 2016
    Posts:
    46
    Good Day to you and i hope you had a good Holiday, That being said i do have a question in regards to Unistorm with Veg studio pro. With Veg pro i can create my biomes for my different plants and textures is there a way to let unistorm use the biomes created from that to affect the weather for each biome separately, For example id like one biome weather set for my desert and another for my northern icy biome. Second part of this is if this is possible is there a way to slow blend these from the default biome so its not a dramatic change but gradual. and lastly i think i read somewhere that when i snows it will stick to the ground and rain will may the terrain look wet, will this also accumulate on other mesh items for example when it snows will it cover rocks or trees to any extent??
    Thanks for any help you can provide
     
    Last edited: Dec 27, 2018
  11. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,259
    Hey everyone,

    My apologies for the delay in responding, for some reason, I wasn't receiving notifications for this thread. I have a big update planned for UniStorm, and this includes volumetric clouds! I will discuss this update more within the next couple of weeks after Emerald AI 2.2 has been finished.

    Hey there,

    My apologies for not responding sooner.

    I would take a look at UniStorm's documentation here: https://docs.google.com/document/d/...mWX9rubGw8qjkZ4b4/edit#heading=h.wdi1uoeswdyw This shows just some of the new API that you can access and it's much easier than the previous version.

    If I understood correctly, you could have a custom script with something like below. If I'm mistaken, let me know and I will try to provide another example.
    Code (CSharp):
    1. if (UniStormSystem.Instance.Temperature >= 50 && UniStormSystem.Instance.Temperature <= 80)
    2. {
    3.    UniStormManager.Instance.ChangeWeatherWithTransition(WeatherType weatherType);
    4. }

    I'm currently looking into the best way to support Photon :)


    Lightning strikes are only random, however, all you would need to do is override the generated lightning strike position through custom code, if you're familiar with programming.

    All Weather Types can have custom particle effects applied so you can use whatever particle effects you need. A max of 2 can be used for each Weather Type.


    What version of Unity and UniStorm are you using?


    I'm working on it :) I'm trying to find the best method to go about adding support.


    I'm not sure with the current version, however, I'm working on a new version of UniStorm that will add a brand new volumetric cloud shader with lots of variables to tweak that will allow the clouds' shape and colors to be a lot more customizable. This should make it easier to achieve toonier looking clouds. However, I won't know for sure until the shader is finished.


    Thanks! I'm working on adding support for biomes with the next version. This should allow you to add custom code to change the current biome based on the current biome you are in. I can look into adding support for Vegetation Studio Pro when the update is closer to being finished.

    The weather shader currently only works for non-terrain objects and objects using said shader will accumulate snow or wetness depending on the weather. The support you saw was most likely for CTS, which can be found here: https://forum.unity.com/threads/rel...r-weather-system.121021/page-102#post-3598188
     
    Gabriel_SG, Slaghton and ElevenGame like this.
  12. Artem_Artemov

    Artem_Artemov

    Joined:
    May 27, 2017
    Posts:
    2
    Hello! UniStorm 3.0.1.1 on Unity 2018.3.0f2 don't working weather particle in demo scene, own scene and "open prefab" (rain, snow, pollen,dust and other)
    "Changing weather" changing only density of clouds.
     

    Attached Files:

    • 11.png
      11.png
      File size:
      951.9 KB
      Views:
      411
  13. Goggo

    Goggo

    Joined:
    Mar 6, 2017
    Posts:
    3
    Hi @BHS ,

    i need unistorm for mobile development. I read that unistorm 3.0 does not support mobile development yet.
    Is unistorm mobile not working for unity 2018+? If yes, where do i download it? It isn't anymore included in the main version of unistorm and in the asset store i would need to pay for the mobile Version?

    Is mobile support planned for Unistorm 3.0? If yes, can you share some information about it? (Releasedate, Progress)


    Thanks in advance,
    Greetings,

    George
     
  14. ewanchurchill

    ewanchurchill

    Joined:
    Oct 10, 2018
    Posts:
    20
    does UniStorm 3.0 work in VR?
     
  15. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,259
    For some reason, the UI's position is off with Unity 2018.3. This makes the weather dropdown UI not visible. I'm not sure if this is a bug or not, but to fix it, do the following:

    1) Open up the UniStorm Canvas prefab
    2) Go to the Weather Dropdown object
    3) Set its Y position to 65

    UniStorm_UI_Fix.png


    Hey George,

    UniStorm Mobile 3.0 update will resume development as soon as I'm finished with my Emerald AI 2.2. update, which should be finished by the end of this month. The UniStorm Mobile asset has a version 2.4 that has still has the UniStorm Mobile system. Please send me a message directly so I can explain things further.



    Yes, I've tested it with Oculus and have had some customers use it with HTC Vive.
     
  16. Lesnikus5

    Lesnikus5

    Joined:
    May 20, 2016
    Posts:
    80
    Very interesting! I have a few questions:

    1) Will there be cloud shadows?

    2) Are large landscapes supported? For example, a landscape (custom mesh-terrain) of 20x20 kilometers, which is visible entirely from anywhere in the world. Can any artifacts arise? How well does a skybox combine with a very large distance of visibility and objects at a great distance (tens of kilometers) from the camera?

    3) I was pleased with the presence of snow cover on the surfaces. How about the next step? Is snow tessellation planned like in Red Dead Redemprion 2? That is volumetric snow with voluminous traces.

    4) I played the demo and the clouds look very cool. Transitions between different types of weather are wonderful. But I feel the sphericity of the sky. As if you are inside the sphere on which the clouds are drawn. That is, the perspective of distance is not felt as the clouds move to the horizon. Distant clouds on the horizon should appear smaller than the nearest, above the head- I do not feel this effect. Have you noticed this?

    If you answer my questions, I will be very grateful!
     
  17. Snownebula

    Snownebula

    Joined:
    Nov 29, 2013
    Posts:
    174
    I got a question. How come the night is so bright?


    This is the same time outside here. I know its about the same in the pictures, but I am in a city. You cannot see the sun set anymore though. How can I fix this in my game?
     
  18. Xialya

    Xialya

    Joined:
    Oct 4, 2015
    Posts:
    52
    Hello. :)

    What's the best practice with UniStorm regarding scenes loading?
    Should it be saved (DontDestroyOnLoad), disabled in interior scenes (house, cave, etc..), and a new profile imported depending on the exterior scene?
    Or should there be a UniStorm system in every exterior scene?

    Currently going the second way, but I'm unable to save UniStorm's time and date and load it between scenes.
    UniStormSystem.Instance.Hour; (and the others) return 0.
     
  19. Pandur1982

    Pandur1982

    Joined:
    Jun 16, 2015
    Posts:
    254
    Hello all i have a question is it possibel to change the time at runtime.
     
  20. combatsheep

    combatsheep

    Joined:
    Jan 30, 2015
    Posts:
    111
    Hi, George.
    My iOS app uses Unistorm 3.0(Unity 2018.2.16) and it works well on iPadAir2(A8X), iPhone6s(A9), iPhone8(A11).

    https://itunes.apple.com/us/app/playclock3d/id1256501303?mt=8

    But, I do not guarantee it.;)
    Of course, optimization such as image resolution compression is necessary.

    UniStorm is really amazing.:)

    ss5_E.jpg
     
  21. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,259

    1) Yes, that's the plan with the new cloud shader.

    2) There should be any issues with large terrains. I haven't noticed any artifacts with the large terrains I've tested. The skybox used is a modified version of Unity's Skybox shader. If this one works for your terrain, than UniStorm's should work as well.

    3) I don't have plans to add tessellation at the moment, but maybe with a feature update.

    4) Yes, this will be fixed with the new cloud shader coming with the 3.1 update. The new cloud shader is brand new and will be volumetric. It will also have cloud fade out and appear smaller in the distance.



    You can adjust this with the Sky Color, Sky Tint Color, and the Atmosphere Thickness settings with the Atmosphere Settings.


    Hey there,

    If you want UniStorm to run in the background when switching between scenes, you can use the following code to enable or disable UniStorm's weather effects and sounds:

    Code (CSharp):
    1. UniStormManager.Instance.ChangeWeatherSoundsState(false);
    2. UniStormManager.Instance.ChangeWeatherEffectsState(false);
    As for altering the lighting, you can just run code in late update to override UniStorm's control of it until the player is no longer in an interior scene. Importing Profiles cannot currently be done during runtime.

    Saving UniStorm time should work, but UniStormSystem.Instance.UniStormInilialized must be true before the proper values are visible. Use the following code to test that everything is working correctly:

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class SaveUniStormTime : MonoBehaviour {
    6.  
    7.     void Update ()
    8.     {
    9.         if (Input.GetKeyDown(KeyCode.Y))
    10.         {
    11.             //UniStorm must be inilialized before this can be called.
    12.             if (UniStormSystem.Instance.UniStormInitialized)
    13.             {
    14.                 Debug.Log("UniStorm's current time is: " + UniStormSystem.Instance.Hour + ":" + UniStormSystem.Instance.Minute);
    15.             }
    16.         }
    17.     }
    18. }
    For you, and whoever else is interested, you can load UniStorm's Time, Date, and Weather by using the following code.

    Code (CSharp):
    1.  
    2. using System.Collections;
    3. using System.Collections.Generic;
    4. using UnityEngine;
    5.  
    6. public class LoadUniStormDataOnStart : MonoBehaviour {
    7.  
    8.     public bool LoadTime = true;
    9.     public int Hour = 12;
    10.     public int Minute = 0;
    11.     public bool LoadDate = false;
    12.     public int Month = 1;
    13.     public int Day = 27;
    14.     public int Year = 2019;
    15.     public bool LoadWeather = false;
    16.     public string WeatherName = "Light Rain";
    17.  
    18.     void Start ()
    19.     {
    20.         //Loading user's saved data (time, date, weather, etc) can be applied here, if desired.
    21.  
    22.         //Invoke SetUniStormTime, SetUniStormDate, and SetUniStormWeather with a slight delay to allow UniStorm to inilialize before being applied
    23.  
    24.         if (LoadTime)
    25.         {
    26.             Invoke("SetUniStormTime", 0.1f);
    27.         }
    28.  
    29.         if (LoadDate)
    30.         {
    31.             Invoke("SetUniStormDate", 0.1f);
    32.         }
    33.  
    34.         if (LoadWeather)
    35.         {
    36.             Invoke("SetUniStormWeather", 0.1f);
    37.         }
    38.     }
    39.  
    40.     void SetUniStormTime ()
    41.     {
    42.         //Set the UniStorm time using the UniStormManager
    43.         UniStormManager.Instance.SetTime(Hour, Minute);
    44.     }
    45.  
    46.     void SetUniStormDate()
    47.     {
    48.         //Set the UniStorm date
    49.         UniStormSystem.Instance.Month = Month;
    50.         UniStormSystem.Instance.Day = Day;
    51.         UniStormSystem.Instance.Year = Year;
    52.  
    53.         //Update UniStorm's DateTime with updated date
    54.         UniStormManager.Instance.SetDate(Year, Month, Day);
    55.     }
    56.  
    57.     void SetUniStormWeather ()
    58.     {
    59.         //To allow weather to be assigned using a string, look through each weather type for a matching Weather Type Name
    60.         foreach (WeatherType WT in UniStormSystem.Instance.AllWeatherTypes.ToArray())
    61.         {
    62.             if (WT.WeatherTypeName == WeatherName)
    63.             {
    64.                 //Apply the weather type to UniStorm once found
    65.                 UniStormManager.Instance.ChangeWeatherInstantly(WT);
    66.             }
    67.         }
    68.     }
    69. }
    70.  

    Yup, just use the following code:
    Code (CSharp):
    1. UniStormManager.Instance.SetTime(Hour, Minute);
     
    Last edited: Jan 27, 2019
    Lesnikus5 and Pandur1982 like this.
  22. aberroarman

    aberroarman

    Joined:
    Feb 1, 2019
    Posts:
    2
    There is an error in your code.

    IEnumerator InitializeDelay ()
    {
    yield return new WaitWhile(() => PlayerTransform == null);
    if (GetPlayerMethod == GetPlayerMethodEnum.ByTag)
    {
    PlayerTransform = GameObject.FindWithTag(PlayerTag).transform;
    PlayerCamera = GameObject.FindWithTag(CameraTag).GetComponent<Camera>();
    }

    You should check for result of FindWithTag for null to avoid NullRefExc.
    Also, in same lines at the end of Update() method, you should check for null too, instead of mindlessly expecting exception to catch and hide it.
    Also, what's the purpose of this InitializeDelay coroutine, when you're doing actual checking for Player transform in Update() (and, btw, as far as I can see you're not checking if player object is still valid, what about truly "Get player at runtime" feature?)
     
    Last edited: Feb 1, 2019
  23. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,259
    As long as you have the proper tags, the system will delay its initialization until the PlayerTransform object is found. The only way I received a NullRefExc error was by not having a Camera object that could be found. It was assumed that if a user set their Player Tag up correctly, they would also setup their Camera Tag correctly. What I can do is also delay the initialization until both objects are found.

    This feature's intended purpose is to allow UniStorm to delay its initialization until the player object is found. This allows it to be in a scene during runtime while the player is being created or instantiated. As soon as a player object is in the scene, UniStorm is initialized as the player object is needed for initializing. This eliminates the need for users to have to spawn a UniStorm system in after the player has been created and to offer a programming free solution for users who don't know how to program. I will improved this to fix the error. Thanks for letting me know.
     
    Weblox likes this.
  24. wood333

    wood333

    Joined:
    May 9, 2015
    Posts:
    682
    Making builds and encountering surprises:

    1. Ambient lighting is brighter in the build.

    2. Clouds and rain sounds, but no visible precipitation.

    Also, the sun is rising in the South. Where is the adjustment for this in the current version?
     
  25. eltomgato

    eltomgato

    Joined:
    May 7, 2017
    Posts:
    1
    i keep getting this error

    NullReferenceException: Object reference not set to an instance of an object
    WeatherType.CreateWeatherEffect () (at Assets/UniStorm 3.0/Scripts/System/WeatherType.cs:116)
    UniStormSystem.InitializeUniStorm () (at Assets/UniStorm 3.0/Scripts/System/UniStormSystem.cs:443)
    UniStormSystem.Start () (at Assets/UniStorm 3.0/Scripts/System/UniStormSystem.cs:331)

    not exactly sure as to why

    I ran a clean build using just vrtk and unistorm hoping it was conflicting with something else i had

    Edit: I solved it. I chose the get player at runtime rather than the drag and drop. I had to change all the main camera tags to untagged except for the Camera(eye) in the [VRTK_SDKSetups] object
     
    Last edited: Feb 28, 2019
  26. SSL7

    SSL7

    Joined:
    Mar 23, 2016
    Posts:
    300
    I'm getting this error when I'm trying to change weather by trigger:

    Material doesn't have a color property '_Color'
    UnityEngine.Material:get_color()
    <LightningCloudsFadeSequence>d__265:MoveNext() (at Assets/UniStorm 3.0/Scripts/System/UniStormSystem.cs:1802)
    UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
    UniStormSystem:TransitionWeather() (at Assets/UniStorm 3.0/Scripts/System/UniStormSystem.cs:1530)
    UniStormSystem:ChangeWeather(WeatherType) (at Assets/UniStorm 3.0/Scripts/System/UniStormSystem.cs:1401)
    WeatherTypeByTrigger:OnTriggerEnter(Collider) (at Assets/UniStorm 3.0/Scripts/Examples/WeatherTypeByTrigger.cs:14)
     
    tredpro likes this.
  27. tredpro

    tredpro

    Joined:
    Nov 18, 2013
    Posts:
    440
    I am als
    I have also been getting this issue for awhile regarding the _color

    I use cts,veg studio pro, and world streamer if any of that helps
     
  28. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,259
    1) Interesting, what version of UniStorm and Unity are you using?

    2) Are you using the mobile or desktop version?

    The Sun Revolution setting.


    Thanks for providing a solution. I will look into this to ensure it isn't anything UniStorm related.


    Interesting, I have heard of this error before, but have never been able to reproduce it. I have CTS and Vegetation Studio Pro in my current development project (for the upcoming UniStorm 4.0 update) and haven't had this error. Could this perhaps be due to the WeatherTypeByTrigger script? This is used for triggering a weather change.
     
  29. SSL7

    SSL7

    Joined:
    Mar 23, 2016
    Posts:
    300
    Yes I use WeatherTypeByTrigger script and I use MapMagic, VS Pro and CTS 1.9 (had it with 1.7 too), I always get this error when rain starts (by trigger)
     
  30. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,259
    Alright, I should be able to find the issue and get it fixed. I can send you the updated script when it's finished.
     
  31. 305BigMoney

    305BigMoney

    Joined:
    Sep 19, 2014
    Posts:
    3
    Hey guys have a really quick question, I been using uni Storm since 2015 and was wondering is there a way i can have the time be calculated on a server and feed that to uni storm over the network like

    Server > Uni Storm Data > Unity
    Server > Date and time, Season > Unity

    I already have a server ready i just need to know what can be strip from uni storm so it's server friendly and i still want to use the unity version just disable the time. where do i begin is there and easy way to do this. cause in the documentation it talk about state but not really much information besides that or how to go about doing it for online syncing

    In my setup i have a dedicated server setup
     
  32. SSL7

    SSL7

    Joined:
    Mar 23, 2016
    Posts:
    300
    Ok awesome! BTW what are you preparing for Unistorm 4.0? :)
     
    Last edited: Mar 9, 2019
    lawsochi likes this.
  33. wood333

    wood333

    Joined:
    May 9, 2015
    Posts:
    682
    Unity 5.6.6
     
  34. wood333

    wood333

    Joined:
    May 9, 2015
    Posts:
    682
    Unistorm 3.0.1.1
    Unity 5.6.6f2
    Prefab - Unistorm System
    My project is desktop

    Is there a setting for ambient light in 3.0, and where is it? If its mixed in with the graphs, how do boost it up without effecting the other graphs? Of course, in the build there seems to be lots of ambient lighting, perhaps too much.
     
  35. btckey

    btckey

    Joined:
    Nov 1, 2012
    Posts:
    23
    Hi
    Unity3d version 2018.3.0f2
    UniStorm version 3.0

    Error

    Assets\PostProcessing\Editor\PropertyDrawers\MinDrawer.cs(6,34): error CS0104: 'MinAttribute' is an ambiguous reference between 'UnityEngine.PostProcessing.MinAttribute' and 'UnityEngine.MinAttribute'

    how to fix ?
     
  36. ElevenGame

    ElevenGame

    Joined:
    Jun 13, 2016
    Posts:
    32
    Hey dddddddd,
    an easy fix for this kind of problems is to just put explicit namespaces in the code. You can replace 'MinAttribute' with one of the latter strings. So in this case it should be replaced with 'UnityEngine.PostProcessing.MinAttribute'.
     
  37. btckey

    btckey

    Joined:
    Nov 1, 2012
    Posts:
    23
  38. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,259
    Hey there,

    You should be able to manually override the time and date using the following. Just replace the DateTimes with your server time and date.

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class SetUniStormTimeAndDate : MonoBehaviour {
    6.  
    7.     void Start ()
    8.     {
    9.         //Make sure UniStorm's Time Flow is enabled
    10.         UniStormSystem.Instance.TimeFlow = UniStormSystem.EnableFeature.Enabled;
    11.     }
    12.    
    13.    
    14.     void Update ()
    15.     {
    16.         //Constantly update UniStorm's time using the UniStormManager. DateTime.Hour and DateTime.Minute can be replaced with server time.
    17.         UniStormManager.Instance.SetTime(System.DateTime.Now.Hour, System.DateTime.Now.Minute);
    18.  
    19.         //Constantly update UniStorm's date by altering UniStorm directly. DateTime.Day, DateTime.Month, and DateTime.Year can be replaced with the server date.
    20.         //UniStorm's seasons are automatically calculated by the date so you shouldn't have to alter it directly.
    21.         UniStormSystem.Instance.Day = System.DateTime.Now.Day;
    22.         UniStormSystem.Instance.Month = System.DateTime.Now.Month;
    23.         UniStormSystem.Instance.Year = System.DateTime.Now.Year;
    24.     }
    25. }
    26.  


    It may have something to do with Unity 5.6 as that version is about 2 years old now. I'll have to look into this to see what's happening.


    Yes, UniStorm 4.0 will bring procedural volumetric clouds to UniStorm.
     

    Attached Files:

  39. wood333

    wood333

    Joined:
    May 9, 2015
    Posts:
    682
    I have done another 8 or so builds, and I think I am now getting the same lighting in the build as in the editor.

    I can report rain is now visible in more recent builds.

    So... I believe Unistorm is now working as expected in my 5.6.6 builds.
     
  40. MrIconic

    MrIconic

    Joined:
    Apr 5, 2013
    Posts:
    213
    I haven't used the asset Aura 2 yet. However, do you think it'll work well with Unistorm?
     
  41. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,259
    Great to hear everything is working correctly. What did you to resolve your issues?
     
  42. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,259
    I haven't tested it, but I don't see why it wouldn't work.
     
  43. wood333

    wood333

    Joined:
    May 9, 2015
    Posts:
    682
    I cannot be certain. It seems my first build produced the brighter lighting. The issue could have been related to conflict with Unity post processing and/or various water assets. I did nothing directly to Unistorm to resolve the issues. It took 8 more builds to get a good water asset visible in the build and a build player setting DLL statement from Vegetation studio to get the trees and grass back. I deleted what appears to have been an excess PPStack. Everything worked fine in the editor, but the builds revealed issues. That's all i can say.
     
    JBR-games likes this.
  44. mattis89

    mattis89

    Joined:
    Jan 10, 2017
    Posts:
    1,099
    Hello!@BHS does it work with streaming ? (Sectr)
     
  45. p_hergott

    p_hergott

    Joined:
    May 7, 2018
    Posts:
    364
    I read somewhere that unistorm can do 2 cameras, i played with it last night, couldnt figure it out, other than just creating an additional unistorm system and telling it to follow camera 2. Which actually seemed to work just fine. But is there proper way? Or did i stumple upon it?
     
  46. BHS

    BHS

    Joined:
    Dec 21, 2009
    Posts:
    4,259
    Interesting, thanks for the explanation.


    Hey there,

    I haven't tested it so I can't say for sure. I could reach out to the developers of Sectr to see if support can be added though.


    Yes, it can be a little tricky as I don't currently have a tutorial for it. I'll PM you an example scene.
     
    JBR-games likes this.
  47. mattis89

    mattis89

    Joined:
    Jan 10, 2017
    Posts:
    1,099
    Yea that would be cool! Weather system should exist in all scenes.. since sectr split all terrains into scenes...but I dont know, it shouldnt matther. Since they all load into the main scene were unistorm would exist.. so.. I dont know, would be cool if you could try? =)
     
    Alex3333 likes this.
  48. Alex3333

    Alex3333

    Joined:
    Dec 29, 2014
    Posts:
    342
    I used to work with the SECTR asset and the weather worked as it should. I think there should be no problems now. I have a question for the developer. When will the sync solutions for the photon appear? You wrote a long time ago that you are working on this, but there is still no solution.
     
    mattis89 likes this.
  49. p_hergott

    p_hergott

    Joined:
    May 7, 2018
    Posts:
    364
    Maybe im just missing it, is there a way to adjust fog density for time cycles? Like night time fog is a little light for my current project.
     
  50. mattis89

    mattis89

    Joined:
    Jan 10, 2017
    Posts:
    1,099
    Hey @BHS Does unistorm work with Aura2 and lux water?
     
unityunity