Pages (23)Helper components
- Overview
- Installation
- Getting started
- Quick Start window
- System overview
- Easy Weather Manager
- Time Module
- Celestial Module
- Cloud Module
- Volumetric clouds
- Cloud shadows
- Fog
- Detail Module
- Weather Effects Module
- Weather presets
- Events Module
- Lens flare occlusion
- Helper components
- Demo scene
- Scripting guide
- Troubleshooting
- FAQ
- Changelog
Helper components
Last updated 6 October 2026
Small components that ship with the system. All of them are under Add Component > Kaira Digital Arts.
FollowPlayer
Keeps an object centered on the camera. The sky dome uses it as a plain follow. On the rain and snow prefabs, Velocity Lead places the emitter ahead of the camera, so world space particles are not left behind when the player runs.
| Setting | Description |
|---|---|
cam | Camera to follow. Falls back to the main camera |
followSceneCamera | In Edit Mode, follow the Scene view camera instead |
excludeYAxis | Keep the current height instead of matching the camera's |
followOffset | Offset from the camera |
checkInterval | Seconds between position updates when smoothing and lead are off |
smoothTransition, smoothSpeed | Move toward the camera continuously instead of snapping |
velocityLead | Seconds of camera movement to lead by. The shipped rain prefabs use 0.2, the snow 0.8 |
maxLeadDistance | Longest distance the lead may push the object away from the camera |
leadSmoothing | How quickly the tracked camera speed reacts |
SetScaleOfDome
Scales the sky dome to the camera's far clip plane, so it always sits behind everything. scaleFactorX, scaleFactorY and scaleFactorZ set the dome's width, height and depth as a fraction of the far clip distance.
RainObstacleCheck
Put it on a rain particle system. It casts a ray up from the camera (or from target) every checkInterval seconds and stops the particles while something on obstacleLayer is within raycastDistance above, for example a roof. They start again in the open.
ThunderBehaviour
Self contained lightning, used by the Thunder prefab. On its own timer (minDelay to maxDelay seconds) it flashes thunderLight a few times (flashCountRange, flashDurationRange), plays thunderParticles, then plays a close or far thunder clip after a delay: close strikes are brighter and heard almost at once, far ones are dimmer and lag by seconds. Add the Thunder prefab to a preset's effect prefabs to get lightning during that weather.
WaterMesh
Generates the flat grid mesh used by the demo water. Found under Add Component > Kaira Digital Arts > Water Mesh.
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