UniStorm v2.0 - Dynamic Day & Night Weather System [RELEASED] (Now with Playable Demo)

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

  1. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    [​IMG]


    UniStorm Version 2.0

    UniStorm 2.0has been accepted and is now live!


    Get it here: https://www.assetstore.unity3d.com/en/#!/content/2714

    UniStorm 2.0 is
    basically a brand new dynamic day and night weather system system. It has been completely rewritten from the ground up. Everything has been reevaluated, optimized, rewritten, and made better. However, we have kept all needed variables variable names the same so custom scripts will still work.

    We have also included a Survival Demo (which demonstrates accessing UniStorm variables for a player's food, warmth, and dryness, then to take cover under shelter to shield you from the elements), Player Save and Load example (which allows you to save the UniStorm time, date, weather, and temperature, and load it again when needed. This is as simple as calling 1 function), and Spawning a Player Example (which lets you spawn a player which then grabs all components automatically on start to make UniStorm function).

    UniStorm 2.0 will be available on the Asset Store sometime next week.



    What is UniStorm?

    UniStorm is an incredibly powerful dynamic day and night weather system that creates realistic storms and dynamically generated weather at AAA quality, all at a blazing fast frame rate.

    UniStorm is programmed in both C# and JavaScript.

    Best of all UniStorm does NOT need Pro to use!


    Weather
    • Dynamically generated weather
    • Dynamic Snow (in open beta)
    • 13 Types of Dynamic Weather (Sunny, Mostly Clear, Partly Cloudy, Mostly Cloudy, Foggy, Snow, Rain, Lighting and Thunder Storms, and more)
    • Dynamic Clouds
    • Instant Weather Option to instantly fade in or out weather (usable for player loading, starting weather, quest/events, etc)
    • Dynamically Generated Precipitation (Every storm is different)
    • Dynamic Wind (Wind increases as storms get stronger)
    • Seasonable Weather (Snow, Fall Leaves, Lightning Bugs, and more)
    • 4 Seasons (Spring, Summer, Fall, Winter)
    • Lifelike weather transitions for any weather type
    • Adjustable Day and Night Length (Allows you to have longer days than nights and vise versa)
    • Powerful weather generating algorithm with adjustable weather odds for each season
    • Powerful temperature generating algorithm that generates realistic high, lows, and seasonal temperatures based on your custom values for each season
    • Easily access any variable such as weather, temperature, and time for things like survival, events, quests, AI, and more.
    • Static Weather option to allow for constant never changing weather, if needed

    Time

    • 24 hour dynamic day and night system
    • Exact starting time of day (Also allows you to save the time and date so your players can load it and pickup right where they left off)
    • In-game time keeping system (Tracks minutes, hours, days, months, and years)
    • Easily access time variables for quests, AI, events, and more
    • Accurate standard and custom calendar system (Choose how many days, months, and years your months an years take)
    • Static Time to allow the time to stop flowing, if needed

    Sky

    • Physically Based Shaded Sky
    • 8 accurate moon phases (New Moon, New Crescent, First Quarter, New Gibbous, Full Moon, Old Gibbous, Last Quarter, and Old Crescent)
    • Sun Shafts (God Rays) on Sun and Moon
    • Tons of options to adjust every color of the sky
    • Gorgeous Sunrises and Sunsets
    • Star system

    Lighting

    • GI using Unity 5's new Lighting System
    • Adjustable Sun axis allows you to place the sun accurately however you need
    • Dynamic Lightning system (with adjustable options for sounds, light intensity, color, strike odds, flash length, lightning bolts, and more)
    • Sun System (with tons of customizable options for intensity, intensity during storms, shadow options, sun size, sun rotation, and more)
    • Moon System (with tons of customizable options for intensity, intensity during storms, shadow options, moon size, moon rotation, and more)

    Included Demo Examples:

    • Survival Demo (which demonstrates accessing UniStorm variables for a player's food, warmth, and dryness).
    • Player Save and Load example (which allows you to save the UniStorm time, date, weather, and temperature. You can then load it again when needed)
    • Spawning a Player Example (which lets you spawn a player which then grabs all components automatically on start to make UniStorm function)
    • Dynamic Snow Example (Shows dynamic building snow)

    Dynamic Sound Manger

    • UniStorm features a Dynamic Sound Manager (This allows you to set an array of sounds that will play dynamically for each time of each day according to the min and max seconds set within the editor (One for morning, day, evening, and night) An example for this could be birds in the morning and evening, wind during the day, and crickets at night. UniStorm will pick from an endless selection of sounds (for each time of day) that will play throughout the day and night.)

    Efficiency

    • With UniStorm 2.0, we have done a complete rewrite of the UniStorm system making it more efficient, optimized, and better in every way. (We have kept needed variable names the same so custom script will still work.)
    • 1,000+ hours have gone into the making UniStorm. With that, we have created an incredibly fast dynamic customizable, day and night weather system, that is capable of creating realistic dynamically generated weather at a blazing fast frame rate.
    • Efficient shaders
    • Efficiently programmed
    • Adjustable settings to control particle intensities and densities


    Customization

    • UniStorm features over 250 customizable components for you to create a living breathing environment
    • A beautifully designed editor to make it as easy as possible to achieve great looking weather and skies
    • Fog intensities
    • Wind intensities
    • Precipitation intensities
    • Tons of time of day color options (ambient light colors, sun colors, atmosphere colors, fog colors, cloud colors, and many more)

    Try and Buy

    (Try before you buy)
    Playable UniStorm 1.8.4 Demo (Using Unity 5):
    https://dl.dropboxusercontent.com/s/xni1ntr48l3nt96/UniStorm (1.8.4) Demo.html


    Get it here on the Asset Store!

    https://www.assetstore.unity3d.com/en/#!/content/2714


    UniStorm 1.8.4 Demo info:
    To test out the newest update (The screens above are from the 1.8.4 Demo), play the webplayer below. This allows people to test UniStorm 1.8.4 and all its features before they buy. This demo is intended to show UniStorm's potential. So, it is a pretty dense forest scene with trees and grass. We have also add tons of dynamic sounds to demonstrate UniStorm's powerful Sound Manager.

    By pressing F12 you can open up the UniStorm Manager that tells you all the UniStorm weather information like current temperature, current weather, and current time. You are also able to generate random storms and weather with the Random Weather button.

    Controls are WASD




    Unity 5 Support

    Unity 5 is fully supported!


    UniStorm 2.0 is here!

    Huge thanks to noirfx and their Medieval World Creation Kit.




    The Power of UniStorm

    The video below was created using Unity Free without any image effects.


    This is our newest video demo and it demonstrates UniStorm 1.8 and its powerful new features such as dynamic time of day sounds, improved weather and weather effects, improved time of day, and much more. UniStorm 1.8 will truly enhance your games to greatly improve player immersion. All sounds you hear were dynamically played using UniStorm's Sound Manager.

    UniStorm has over 150 customizable components. The possibilities to what you can create are endless!




    Accessing UniStorm Variables

    This video demonstrates just a few variables you can access to help promote player immersion and dynamic gameplay. There are 3 player vitals, Food, Warmth, and Dryness. If any reach 0 the player will die. Seeking shelter, in the small wooden shack in the video, will help renew your vitals, except for food.

    Food is based off of the time. For every UniStorm hour, the player's food goes down by 1.

    Dryness is based off the UniStorm weather. If it is raining, and the rain strength is greater than 50, the player's dryness is decreased by 0.5 per second.

    Warmth is based off the UniStorm temperature. If the temperature is less than 50 degrees, the player's warmth is decreased by 1 per second. However, if it is raining, you will be more vulnerable to to the temperature and will still be affected negatively, even if the temperature is greater than 50 degrees.

    If people are interested, we can post a playable webplayer demo of this.




    UniStorm's Official Wiki Site

    We're excited to release our new Official UniStorm Wiki site! This site offers tons of helpful information to help our customers get the most out of UniStorm.

    The UniStorm Wiki is constantly being updated with new information, and because it's online, you will always have the most current up to date documentation.

    One of the best things about the UniStorm Wiki site is the Code Reference page that gives tons of details on all the variables with descriptions and code examples.


    UniStorm Now Uses Dynamic Clouds!

    These videos demonstrate the new dynamic cloud system. These videos were recorded using only Unity Free. The game speed has been increased to see the dynamic clouds feature.

    The new dynamic clouds have much more of a natural feel to that of the previous scrolling clouds. These clouds were developed to perform just as well as the cloud shaders in the past version so they should perform well on UniStorm Mobile as well.

    New video added showing a Thunder Storm generated with UniStorm's new dynamic cloud system.


    (Video has been updated to better show the dynamic clouds)



    UniStorm's Customization

    With UniStorm you can control every component and aspect of the sky. Anywhere from real world colors and shading to colorful alien worlds. With UniStorm's customizable color options you can create any sky and atmosphere imaginable. UniStorm has over 150 customizable components you can edit. The possibilities to what you can create are endless!


    UniStorm's Well Documented Code and Documentation

    UniStorm's code is well documented and highly customizable. You can access nearly all variables to use for your games/projects. UniStorm features an Official UniStorm Wiki site that has all these variables explained, as well as tons of code examples, scripts, and tutorials.


    UniStorm's Advanced Weather Generating Algorithm

    UniStorm features an advanced weather generating algorithm that generates dynamic weather based off the weather odds percentage for each season. The weather odds percentage is adjustable by the user within the UniStorm editor. This allows for realistic customizable weather for each season. Summer may have a low chance of precipitation, but maybe a stay thunderstorm. Winter could have precipitation more often with the chance of a powerful snow storm. UniStorm features 14 weather types, some of which only happen in certain seasons, all dynamically generated by UniStorm's advanced algorithm.


    Does UniStorm Work With Multiplayer or Online Play?

    Yes, UniStorm works great with servers and clients which only requires you to access a couple variables. This has been done many times by our customers who use UniStorm for both multiplayer and mmo games. For further information or help on setting up, it is included in the documentation.


    UniStorm as Static Weather

    While UniStorm is a dynamic day and night weather system it can also be used for static weather. UniStorm allows you to set the weather and make it static so it never changes, this also goes for the time of day. This means you can have different scenes each with different weather like, partly cloudy, cloudy, clear, sunny, rainy, stormy, or foggy, with any time of day like, morning, day, evening, or night! This is perfect for any game type, including racing games. It's basically an adjustable Skybox with working weather and animated cloud cover. Never buy a Skybox again, this is an all in one system.


    UniStorm and In-Game Time Events

    UniStorm features an advanced in-game time keeping system that tracks minutes, hours, days, months, and years. This allows you to access the in-game time to set certain events, quests, or triggers, adding more dynamic game play to your games similar to Skyrim, Oblivion, and other games using in-game time.

    You can have events or quests only happen at night or only happen during the day. Or you can have a quest or event happen on June 6th at 9:00 pm. All this can easily be done using UniStorm's in-game time functions.


    UniStorm's Editor

    UniStorm features an easy to use Custom Editor that allows you to control every component and color of the sky. UniStorm also has pull down tabs to choose things like Starting Time of Day, Weather Type, Moon Phase, Weather Odds for each month, and starting month (Listed January-December) like shown below. This makes it easy and fast for development.

    [​IMG]

    [​IMG]

    [​IMG]


    UniStorm's Dynamic Snow (Currently in Beta Testing)

    The snow system features an advanced shading technique, like Skyrim's, that will slowly build snow according to the bump maps of the materials and the angle of the models. This means snow will fall realistically more so on the bumpy and flat parts and less on the crevasses and step pats of the objects. Snow will also not fall on objects that are over 90 degrees. Snow will slowly build up over time and slowly start to melt when it clears. If you want an object to have dynamic snow during winter all you have to do is replace your current bump shader with the new snow bump shader and UniStorm will handle the rest.

    Snow build up will be dynamic and up to how powerful the snow storm is, and if it's cold enough. You could have light snow showers with light snow build up or a snow storm with full snow cover.

    If you are a UniStorm customer, you get early access to this feature. To become a beta tester, see this link for details.

    http://unistorm-weather-system.wikia.com/wiki/Beta_Features



    About UniStorm and Us

    Our goal was to create a weather system similar to Skyrim's in Unity 3d, but have the price be cheap enough for the Unity community that anyone could afford it. We've done just that! This is one of the most powerful and advanced weather systems available for Unity 3d and UniStorm only costs $60.

    Our system is one of the best looking and is the best performing weather system available for Unity 3d! UniStorm doesn't affect performance other than a few draw calls, yet looks amazing and is incredibly powerful. Just check our reviews, they'll speak for us.


    Our Promise

    We will be working on UniStorm for a long time so there will never be a project abandonment. We are always working hard to better UniStorm and release fixes and updates on a regular bases. We do this by listening to our customers and their suggestions. We have excellent customer service and are here to answer any questions you may have about UniStorm.

    Upcoming Systems and Versions:
    UniStorm Version 1.8.1 (Out Now)

    UniStorm Mobile Version 1.8.1 (Thread here): UniStorm Mobile


    UniStorm 1.8.4

    These screenshots were all taken using UniStorm 1.8.4:

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]



    UniStorm's Realistic Temperature Fluctuation Algorithm

    UniStorm 1.7 has gradual realistic high increases and decreases such as 86, 88, 91, 95, 92, 90, 89, 87, 84 ect. The temperature will also change throughout the day like realistic temperatures do. Since UniStorm uses the temperature for some weather types this need for improvement was important to add to realism. It could be raining during the day, but get cold enough and start snowing overnight. We also have customers who access the temperature which they base off gameplay this will greatly add to realism.

    Our goal isn't to just make a weather system, but to make a realistic weather simulator. With each update we get closer to our goal.

    Here's a line graph of 1 month during Summer in UniStorm using the high of each day:
    [​IMG]

    Here's a line graph of 1 month during Fall in UniStorm using the high of each day:
    [​IMG]

    Here's a line graph of 1 day during Summer in UniStorm using the temperature for each hour, early morning is the coolest while the afternoon is the hottest:
    [​IMG]


    UniStorm's Blazing Fast Efficiency

    1,000's of hour have gone into the making UniStorm. With that we have created an incredibly fast dynamic day and night weather system that is capable of creating realistic weather and time of day based all off the user's input.

    As you can see below UniStorm virtually uses nothing, yet it's incredibly powerful and looks amazing.

    [​IMG]


    UniStorm Updates and Features
     

    Attached Files:

    Last edited: Jul 1, 2015 at 6:41 PM
    webik150 likes this.
  2. TouchSoft

    TouchSoft

    Joined:
    Oct 18, 2008
    Messages:
    218
    Looks nice! .. how well does it work on mobile?
     
  3. petero181

    petero181

    Joined:
    Feb 23, 2011
    Messages:
    104
    is this for pro only ? ... sorry, just read below that this do not require pro ...
     
    Last edited: Jan 27, 2012
  4. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    @TouchSoft Thanks, well my tests show that the system with rain and 3 layers of clouds the draw calls are at 4 even with lighting strikes it doesn't go above. It's one draw call per cloud layer so you if you use one or two it would keep it at 2 or 3 draw calls. So yes, it should be fine on mobile though I have not tried it on the device myself, tests show it should.
     
    Last edited: Jan 27, 2012
  5. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Messages:
    1,349
    The lightning flash would look better if it fades in and out a little, currently it just toggles on and off
     
  6. siflandolly

    siflandolly

    Joined:
    May 17, 2011
    Messages:
    141
    Just purchased. Very very cool :) I like how you made the prefab contain the clouds. Very easy to use.
     
  7. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    @imtrobin It's something I will add in an update. I will always be improving the system with suggestions and improvements.

    @siflandolly Thanks, I'm glad you like it, I wanted to make it as easy as possible. I made a quick updated that got accepted already, I wanted to include the Stormy Ocean Demo so make sure you get it. Sorry it was so soon, but I feel it's an important addition. And try to rate it nicely if you like it :)
     
  8. siflandolly

    siflandolly

    Joined:
    May 17, 2011
    Messages:
    141
    Just curious, but what does the stormy ocean showcase? Is it showing how the lightening looks over water? It looks good but I am curious what it is showcasing.
     
  9. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    @siflandolly It showcases a variety of things, it shows the way the lightning and clouds look over water, the way the light affects the clouds, the movable camera shows the 3d sound effects (where if the lightning strikes behind you it sounds like it), the delayed thunder sounds and the randomness of them, and the believability in a more realistic scene rather than just showing it flash over some objects. The other demo was demonstrating the shadows and it was the first test. Hope this answered your question.
     
    Last edited: Jan 27, 2012
  10. siflandolly

    siflandolly

    Joined:
    May 17, 2011
    Messages:
    141
    Yes thanks. I liked it, but didn't know the individual things to take from it. That helped a lot.
     
  11. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    @siflandolly Your welcome, let me know if you have anymore questions.
     
  12. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    Hard at work with v1.2!

    Please if you have any suggestions to make the system better or if you have ideas we'd love to hear them and we'll try to add them to 1.2v. Just drop a comment.

    Remember to get UniStorm early because the price will go up as the system gets more advanced.


    So far UniStorm v1.2 has:
    * EVERYTHING is randomized based off your input each lightning strike will never be the same.

    * The Y axis rotation is randomized based off minimum and maximum input; every lightning strike is different so the strike will always surprise you.

    * The X and Z axis have a minimum and maximum with a lock so you control the exact angle you want the light to hit, these numbers can also be randomized for a truly different strike every time.

    * Randomized lightning colors based on user's color choices.

    * Minimum and maximum intensity randomized based on your input.

    * Particle cloud system to work with outer cloud layer system.

    * Easy to use Gizmo system for the editor so you know where your perimeters are and the directions the lightning will strike.

    * Updated rain system

    * And much much more to come..


    Thanks everyone for your purchases and suggestions, we hope you all enjoy UniStorm!
     
    Last edited: Jan 29, 2012
  13. tripknotix

    tripknotix

    Joined:
    Apr 21, 2011
    Messages:
    604
    hey so i just bought the script, it looks great on the free version, best ive seen so far, the only thing is in the free version, if you have "edge blend" turned on by default for the water, then the water becomes invisible, even in the editor. in the free version. i suggest you turn that off by default and just leave it as an option.
     
  14. tripknotix

    tripknotix

    Joined:
    Apr 21, 2011
    Messages:
    604
    Also i just tested it with the Flash export, the Reflections don't work, and neither does the displacement of the water, so it looks like flat water animated.

    I think in the angry bots demo they used fake box reflections for the flash export while allowing the webplayer export to have full reflections. also they used particle water droplet effects when the rain hits the floor. so im guessing displacement wont work in flash for awhile, just particle effects.
     
  15. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    @tripknotix Thanks happy to hear you like it, a nice rating would do wonders for UniStorm. That's weird we weren't aware of that, thanks we'll fix it. Simple fix could be we'll just have an Indie scene and a pro scene which will solve the issue. We'll do similar to what the angry bots did for the water in the indie scene and keep the pro features in the pro scene. Yes, flash has been know to have issues but we haven't tested it yet, thanks for the heads up. Using the indie scene we will include in the 1.2v update will fix this and the vertex lit problem. The rain system is being redone with 1.2v and will have splashes and also collisions so it won't go through things.
     
    Last edited: Jan 30, 2012
  16. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    A lot of progress has been made and we are almost done with the editor system. All settings now have an easy to use slider for easy and fast adjustments. We've added a daylight control panel so you can adjust the time of day for both day and night scenes all within the UniSystem editor in real time. The new cloud system has been revamped and looks great. Right now we are working on the rain system and finishing up the editor system.

    Please if you have any more suggestions or things you'd like to see or have us add, drop a comment and we'll add your ideas.

    You guys are going to love 1.2v!
     
  17. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    Added new videos and screenshots of UniStorm 1.2v to the top of the thread. Feedback would be appreciated.
     
    Last edited: Feb 1, 2012
  18. siflandolly

    siflandolly

    Joined:
    May 17, 2011
    Messages:
    141
    Sometimes it looks like the lightening flash is not lighting up the whole landscape. It will light up a section ahead of the soldier as if the lightening flash is occurring a little ways away. Is that just my imagination? Is that a new enhancement? Great work by the way.
     
  19. tripknotix

    tripknotix

    Joined:
    Apr 21, 2011
    Messages:
    604
    no Actually that occurs when the edge of the floor is lit up, but none of the objects were hit by the lighting area, the whole plane will light up.

    Also Black Horizon Studios, i'd like to show you a version i have running in flash, i've changed the sky so that it looks like rain, ofcourse i would like to have the sky you currently have, i think its just missing a nearby rain thickness effects, this is my version http://realdefinition.net/zombieopsonline/2/ , i wish that the rain was "more transparent" its 5 layers progressively. i had to attach them to the camera's position and X rotation, in order to make it so it LOOKS like its always going downwards, but it would be great if you could recreate it for me so that they are cylinders that surround the user, progressively showing more layers.

    Check out this video, they do the rain effect i was trying to produce, skip to 2minutes, http://www.youtube.com/watch?v=ClWJT-eGCVQ . i would love it if you could do that, i simply used 5 layers, but it looks like they used 10-15 layers. and a more transparent texture. Their product is around $100 tho, so i chose yours instead, i think it works great, very perform-ant in flash.

    Just to recap, i would love it if you made the OLD clouds into a cylinder that always has rain going downwards (instead of a sphere that wraps), and have the texture be more transparent, and have the cylinders follow the camera, with the camera inside the cylinders. but keep the new sky you created as the background, it looks great as a background animated skymap.
    (UniSky might even be using a smaller top of the cylinder, to produce an Almost cone look to it.)

    FYI: the terrain is built in Terrain4Mobile plugin ($45), because unitys terrain will not run in Flash, but Terrain4Mobile turns it into a 3d model, and then applies its own form of managing trees and grass and texture painting.

    PS: i like the ground particular effect splash, i think its a great alternative to the box that angry bots uses, since this one has to follow the camera.
     
    Last edited: Feb 1, 2012
  20. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    @siflandolly It is lighting up the whole landscape, but were trying a new system that locks the rotations and only rotates between minimum and maximum. We do this so the lightning strike won't strike under the terrain. I guess we have the angles too far horizontally that the hills are casting shadows and only certain areas are having the light hit them making it look like it's not hitting properly. It's an easy fix that takes 10 seconds thanks to the Unistorm editor system. We'll fix the angle and make it look more like it's casting above the player's head.

    @tripknotix Thanks for the detailed suggestions, very helpful. We want to make UniStorm as good as possible and supplying suggestions and examples is a great way to do so.

    We're aware of the cylinder layer system and we've been messing around with it and getting some excellent results, but there seems to be a clipping issue with the other outer layers so we're going to have to find a way to fix it. We're having a combination of both the cylinder layer for the rain and particles for the collision effects, which looks great.

    That's why we released a demo video so we could have this feed back to make it better, thanks guys.

    Edit: The cylinder layer rain system is working great and has no more clipping problems. Now we're working on the falling mist effect. We'll post some screenshots later. It'd be nice to get more feedback from you guys.
     
    Last edited: Feb 1, 2012
  21. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    Here's a quick screen of the new rain and mist system using cylindrical layers . The updated clouds now have inner layers to capture more light than before. Some feedback would great, thanks.

    $NewRainandMistEffect1.1.png
     
    Last edited: Feb 2, 2012
  22. jc_lvngstn

    jc_lvngstn

    Joined:
    Jul 19, 2006
    Messages:
    1,347
    Very interested in this, please to see it handles collision. No raining inside houses eh? :)
     
  23. RoyS

    RoyS

    Joined:
    Jan 12, 2009
    Messages:
    556
    +1 interested

    Yes, how do you keep rain out of houses, barns, etc and when you're standing under an awning?
     
  24. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    @jc_lvngstn, RoyS. We are working on a way to have the above effect work with collisions. I think the approach we're taking will work. We will have 2 rain systems included in the pack so the buyer can choose which ever effect suites their game's needs.

    If you guys have any ideas or suggestions it'd be great to hear them.

    Thanks
     
  25. jc_lvngstn

    jc_lvngstn

    Joined:
    Jul 19, 2006
    Messages:
    1,347
    Ok, I meant to say "PleaseD" to see it has collisions. Now your response kind of threw me off.
    So,the rain has collisions, but the new rain and mist effects do not?

    For FPS style games, this would be pretty important I would think.
    Also, from what I understand...your primary focus is rain, thunder, lightening...not necessarily clouds, but you do have them. Am I right? Your system is not an all in one weather system, it focuses on when it is raining if I understand.

    If I use a separate system like Nuaj, which mostly focuses clouds and lighting but not rain, and I wanted to use your rain system with it, could I disable your clouds if I chose?
     
  26. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    @jc_lvngstn Yes, I figured you meant pleased that's why I responded the way I did. We have 2 rain systems one is done with particles, the other, including the mist, is done with cylindrical layers but still has the splash effect.

    We're looking at a way to faded the the new rain and mist based on collisions. We already have the mist slowly faded as you look up which looks good. It is not an all in one weather system.

    The main focus is the lightning, thunder, and rain system, but we are working on making the clouds much more realistic. But yes, they are all separate so you could use the new rain, mist, lightning, and thunder and disable the cloud system and use it with Nuaj if you'd like.
     
    Last edited: Feb 2, 2012
  27. tripknotix

    tripknotix

    Joined:
    Apr 21, 2011
    Messages:
    604
    Wow i just realized this post went to a 2nd page, i thought u posted no updates for the past 2 days lol, my mistake, i will look into ways to get the inside not able to ran, or to detect collisions, look at this video at the 3 minute mark, http://www.youtube.com/watch?v=-G13LSXXeCg and you will see how the mist is supposed to look, progressively foggy based on distance, but i'll ask around about collision and get back to u
     
  28. tripknotix

    tripknotix

    Joined:
    Apr 21, 2011
    Messages:
    604
    just throwing ideas out there, im sure you have a better way to do something like this.... each rain mist is a plane with uv scroller going downwards towards the ground, you have each one fade in, while animating, and then fade out after a few seconds.

    you create a box collider where you want to generate a rain mist, and if it has collided with any object in a "layer mask" that you have created by default, such as "default layer, water layer, ..ect" then you simply dont generate the cloud.

    you dont bother looking for another place to set it, because if your indoors you dont want it searching amillion times a second. you simply generate these things around player a few times a second and make them play for like 7-10+ seconds in those spots.

    you can even specify how many to generate around the player at a time.

    this should make it so it works if your indoors looking out of a window
     
  29. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    @tripknotix thanks for the suggestions we'll try to make it happen. And thanks for the rain video too that will help.
     
  30. tripknotix

    tripknotix

    Joined:
    Apr 21, 2011
    Messages:
    604
    oh i forgot to say, if you want to make it so that it goes downwards it would require a collider per mist plane, and when it hits somethign it would just fade out while animating but stop where it collided.

    i think that would take more performance than just having 1 collider move to different positions when generating the mist.
     
  31. RoyS

    RoyS

    Joined:
    Jan 12, 2009
    Messages:
    556
    If I purchase it now, any fixes or upgrades later we can have?
     
  32. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    @tripknotix that's well see what we can do. This might be even better if it's done with tags.

    @Roys we're going to try to be finished with 1.2v as soon as possible so it wouldn't hurt to pick it up early. After 1.2v we' ll release more updates, upgrades, and fixes. We're going to try to always improve UniStorm.
     
  33. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    We've been studying the way Oblivion does their rain and weather effects and we're wondering if you guys like the way they've done theirs? We've noticed that Oblivion seems to do their rain with cylindrical layers.

    We need a good reference, so if you guys have a game where you like the way they do their weather effects let us know and we'll try to use similar techniques.
     
  34. RoyS

    RoyS

    Joined:
    Jan 12, 2009
    Messages:
    556
    Achieving believablilty and realism. I'm creating a horror scene, so a good thunderstorm to add to the effect of being in a creepy house at night...
     
  35. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    @RoyS alright I think we've done that. Studying other games helped.

    We're getting close to submitting UniStorm 1.2v! It should be finished by tonight!
     
  36. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    UniStorm Version 1.2 has been submitted!

    We've also added a very detailed PDF documentation to the update covering every aspect so you can get the most out of the pack.

    Also last chance to get UniStorm for $25, once the update is accepted the new price is $40, like we've previously stated. We've increased the price because the system is far more advanced and has taken 100+ hours to complete.

    $40 is the set price for UniStorm and it will never go up again!. We will also continue to make updates and better the system.

    We wanted to make a great inexpensive alternative to the more expensive weather/storm systems out there.

    We hope you all enjoy UniStorm Version 1.2!

    First page from the new PDF documentation:
    $UniStormPDFDocumentation.png
     
    Last edited: Feb 6, 2012
  37. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    Hey everyone,

    UniStorm Version 1.2 is now on the Asset Store!

    Those of you who got it early go get the update!


    Those of you who haven't check out the awesome new features:


    Create incredible storms for any game with the drop of this prefabed system. This randomizing system allows you to create great looking and sounding realistic storms with lightning, thunder, rain, and mist just by dropping the system into your scene and randomizing your inputs.

    Does NOT require pro to use.

    New Features with UniStorm Version 1.2:
    The UniStorm system has had major updates which include:


    * System improvements, system with all features, minus splash effect, now runs at only 6 draw calls!*

    * UniStorm allows 12 ways to tweak your lightning strikes all randomized based off your input.

    * 2 Rain systems, one with cylindrical layers the other with collision particles, both a heavy and light rain.

    * Supports shadows when lightning strikes.

    * Supports 3d sounds for 360 degrees lightning strikes (strikes sound like they hit from different angles)

    * Rain now has an animated misty effect using only 1 draw call!

    * Rain and wind sound effects.

    * Improved cloud system that now have clouds that have depth, like they're fading into the horizon.*

    * Rain system has been improved, collides with objects, and splashes.

    * Time of day controller to change scenes from night to day.*

    * Detailed PDF Documentation

    * Easy to use editor with many settings to fine tweak your storm system with ease.

    * EVERYTHING is randomized based off your input, each lightning strike will never be the same.

    * The Y axis rotation (which rotates in a circle) is randomized based off minimum and maximum input; every lightning strike is different so the strike will always surprise you.

    * The X and Z axis have a minimum and maximum with a lock so you control the exact angle you want the light to hit, these numbers can also be randomized for a truly different strike every time.

    * Can Be Used With Indie
     
    Last edited: Feb 6, 2012
  38. tripknotix

    tripknotix

    Joined:
    Apr 21, 2011
    Messages:
    604
    The new Mist looks great, very perform-ant for a good mist effect.
     
  39. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    Thanks, glad you like it.
     
  40. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    Hey everyone,

    We've released a small update that added 4 more pages to the documentation. It also has more detailed info about setting up your scene with UniStorm. We've added a very low draw call splash to the pack. Now you can have a splash effect that only adds 10 draw calls. Finally we fixed the missing script problem some of you had.

    Thanks everyone for the suggestions and help.
     
  41. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Messages:
    1,349
    Is there a new demo?
     
  42. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    @imtrobin yes we're working on it. Should be up in about 12 hours or so. It's going to be a stormy tropical island. Or we could put together a little demonstration of UniStorm 1.2 for you?
     
  43. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    New Stormy Tropical Demo is up. Link is in the start of the thread.
     
  44. SevenBits

    SevenBits

    Joined:
    Dec 26, 2011
    Messages:
    1,956
    I think it's very cool. You should add Wind zone support so the trees blow in the wind.
     
  45. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    @SevenBits Thanks. You can add any wind zone to the scene and still have the wind affect the trees, but we're working on UniStorm controlling the wind speed to be more like a storm, changing the wind speed at certain times and such, it will be in a future update as well as lightning bolts.
     
    Last edited: Feb 13, 2012
  46. Prodigious Studios

    Prodigious Studios

    Joined:
    Apr 13, 2011
    Messages:
    8
    Purchased this and have been messing around with the setting and effects, it is amazing. There are so many ways to tweak the settings that you can find the perfect effect for your game. Imo it is just as good if not better than the more expensive weather systems out there. Their's are over $100 this one was only $40.

    Great work, I recommend this pack to anyone who is looking for a storm or weather system.

    ps: What are some of the features that will be on the next update?
     
  47. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    @Prodigious Studios thank you for the review and great to hear you like it.

    As for the next update, we will be adding lightning bolts, have UniStorm support controlling wind zones, be able to pick 4 or 5 lightning colors and have be randomly picked, and more.

    We are taking suggestions for the next update. It'd be great to have some ideas.
     
  48. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    Has anyone who bought UniStorm tested it on any mobile platforms? If so, can you please share the device and specs info, it would really help us out, thanks.

    Also we are working on the lightning effects and they are looking great. They use little draw calls so they should work on mobile.
     
    Last edited: Feb 21, 2012
  49. BHS

    BHS

    Joined:
    Dec 21, 2009
    Messages:
    1,827
    Hey everyone,

    We are working hard on UniStorm v1.4 and we have a lot of new features and effects.

    Here's some of what's coming in UniStorm 1.4:

    • Rain now slants with the wind, similar to how Skyrim does their rain.(New)

    • Added a prefabed wind zone that behaves very realistic as if vegetation were in a storm. Trees and bushes now sway and wave in the wind.(New)

    • Wind Zone prefab is stored in the UniStorm editor so all you have to do is drop the UniStorm v1.4 system into your scene and all vegetation will behave as if it's in a storm.(New)

    • New demo scene which will be included to show you the possibilities and power of UniStorm v1.4.(New)

    • Added fog to the storm to give more realism and believability. So far this feature is pro only but we're working on making a fog effect that will work for indie.(New)

    • Improved rain particles, rain particles look much fuller, thicker, and realistic. You get the fullness of using cylindrical layers without the cost of loosing the ability to have the rain collied with objects.(New)

    • Major system improvements, UniStorm 1.4 runs at a blazing 100+ fps! Which should be very promising for mobile users.

    • There are now lightning bolts that strike when there is lightning. These effects are also randomized giving a different strike every time. They also use little draw calls so they do not affect performance.

    • We've added all sorts of lightning bolts including ones that are uv animated. You can easily control the life an intensity of the lighting bolts.

    • We've added a global fog technique that gives much more depth to the storm. Clouds seem to fade into the horizon. You can control the height, distance, and color of the horizon. Lightning doesn't affect distant clouds anymore so the storm looks much more believable and best of all it works with the free version of Unity 3d!

    • We've added more particle systems to increase the realism and believability: A windy leaves particle system (for forests, parks, open wilderness, ect) that has blowing and swirling leaves that behave as they would in a storm as well as a windy paper particle system for (cities, shipping yards, battlefields, ruins, ect) which should both be useful to most games.

    • Both particle debris systems have colliders so the particles bounce and roll off the ground for a few seconds before dissipating.

    • We've added more to the editor, there are now slots to add aditional lightning bolts to if you want to change or add them.

    • Improved performance with the rain particles.

    • More sound effects

    • Improved cloud system.

    • And more to come!

    If you guys have any ideas or suggestions Please leave a comment and we'll try to add it in the update.

    We will be releasing a new demo with in a few days so be sure to check it out.
     
    Last edited: Mar 1, 2012
  50. Prodigious Studios

    Prodigious Studios

    Joined:
    Apr 13, 2011
    Messages:
    8
    Sounds great! Can't wait for the update.

    When do you guys plan on releasing it? Also, is the global fog effect similar to Unity's global fog that is a pro only image effect? If so that'd be great.