Overrides the built-in snow and rain weather with custom events. This is feature is a work-in-progress.
This is an Asset v2 class.
How to test?¶
When a GUID is passed to the weather command it will start a custom weather event, and 0 can be used to end it.
Fade_In_Duration float: seconds between weather event starting and reaching full intensity.
Fade_Out_Duration float: seconds between weather event ending and reaching zero intensity.
Ambient_Audio_Clip Master Bundle Pointer: audio clip to play globally. Volume matches intensity.
Override_Fog bool: should fog configured in the lighting be overridden?
Override_Atmospheric_Fog bool: should fog affect the skybox?
Midnight: refer to the Time of Day section.
Effects array: refer to Effects section.
Time of Day Properties¶
Each of the four main times of day can override certain properties.
Fog_Color color: distance-based fog. Optionally overrides the skybox color.
Fog_Density float: [0, 1] similar to fog intensity in ambiance volume.
Multiple effects can be instantiated while the weather is active.
Prefab Master Bundle Pointer: game object with a particle system. PlayOnAwake should be disabled. For effects tied to the view it may be helpful to change the culling mode to Always Simulate.
Emission_Exponent float: power applied to weather intensity multiplied by default constant rate over time.
Pitch float: x-axis rotation when
Rotate_Yaw_With_Wind is enabled.
Translate_With_View bool: should position in world-space match the camera? The built-in snow and rain move with the view. Position is zeroed when false. May be useful for transition effects like dust blowing into the map signaling the start of a sandstorm.
Rotate_Yaw_With_Wind bool: should y-axis rotation match the wind direction? The built-in snow and rain rotate with wind.