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Weather Asset

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.

/weather 819982d7a2b6453488a8c4c5d9efe67f

Properties Reference

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?

Dawn, Midday, Dusk and 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.

Effect Properties

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.


Last update: August 11, 2020