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Sayfalar (23)Weather presets

Weather presets

Son güncelleme: 6 Ekim 2026

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A weather preset is a WeatherEffectData asset: a complete description of one weather. It says how likely it is, when and how long it runs, what it spawns, what it sounds like, and which values it overrides.

Create a preset

  1. In the Project window choose Assets > Create > Easy Weather System > Weather Effect Data, or press + Create New Effect on the Weather Effects Module.
  2. Give it an Effect Name. Code finds presets by this name.
  3. Add it to the module's Available Effects list.

The inspector has the sections Duration & Timing, Visual Effects, Weather Events, Transitions, Module Overrides and Audio.

Duration and timing

FieldDefaultDescription
effectNameUnique name of the weather
probability20Weight in the daily roll, 0 to 100
minDurationHours, maxDurationHours2, 6Duration range in game hours, 0.5 to 24
earliestStartTime, latestStartTime0, 24Start window in game hours
preferDayTime, preferNightTimeoff, offPrefer starting during the day or the night

Visual effects

effectPrefabs lists the prefabs spawned while the weather runs, usually particle systems. They are created as children of the Weather Effects Module and destroyed when the weather ends. The shipped rain and snow prefabs follow the camera with FollowPlayer.

Any prefab works here, so particle effects from our other packs can be used as weather too:

$7.493D Natural Disaster Particle PackDoğal Afet Parçacık Paketi, kasırga, yağmur, kar ve fırtına gibi 21 gerçekçi parçacık efekti sunar. Hem BIRP hem de URP işlem hatları için özelleştirilebilir, kullanıma hazır sürükle-bırak prefabrikleri içerir.
$7.493D Enviroment & Nature ParticlesYüksek performanslı parçacık paketi, oyununuzun ortamını zenginleştirmek için çeşitli parçacık efektleri içerir.

Weather events

FieldDescription
onWeatherStart, onWeatherEndUnityEvents fired when this weather starts and ends
customEventsNamed events fired while the weather runs

Each custom event has a name, an enabled switch, a trigger type and a UnityEvent:

Trigger typeBehaviour
OnceFires once, delaySeconds after the weather starts
RepeatingFires every intervalSeconds
RandomFires at random intervals between randomMinInterval and randomMaxInterval

TriggerCustomEventByName on the Weather Effects Module fires one by hand.

Transitions

transitionInDuration and transitionOutDuration (0.1 to 60 seconds, default 5) are how long the overrides take to blend in and back out.

Module overrides

Each override group has a switch, and every value inside a group has its own tick. A value is driven only when both the group switch and its tick are on. An unticked value is never written, on the way in or out, so a preset can change just the ground ambient, or just the cloud coverage, and leave everything else to the time of day. Ticks are on by default.

Time override

overrideTime with timeSpeed sets the Time Module's day speed while the weather runs.

Celestial override

overrideCelestial recolors the sky: sunColor, moonColor, sunsetIntensity, daySkyTopColor (zenith) and daySkyHorizonColor. overrideSunSize with sunSize (off by default) gives a hazy sky a bigger, softer sun.

Light override

overrideLight sets the sun light itself: lightIntensity (0 to 3), lightColor and shadowStrength. The Celestial override only recolors the sky. Without this group a storm leaves the ground lit at clear day strength. These are plain values, not a dimmer, so a bright overcast can set them higher.

Ambient override

overrideAmbient sets the Trilight ambient: ambientSkyColor, ambientEquatorColor, ambientGroundColor, ambientIntensity (0 to 2) and groundColorMultiplier. The Celestial Module's cloud darkening of the ambient fades out with the transition, so the colors show as you set them. Use Sky Colors copies the sky override's zenith and horizon colors in.

Cloud and fog override

overrideCloud drives cloudCoverage (0 to 1.5), cloudDensity, cloudHeight, cloudThickness, cloudBrightness, windDirection and windSpeed, plus the fog values:

FieldDescription
overrideSkyFogDensity, fogDensityThe 2D sky dome fog
overrideFog, vFogDensity, fogBrightnessThe volumetric fog density and the shared fog brightness. Off by default
overrideFogDistance, fogStartDistance, fogEndDistancePulls the fog wall in. Works in the manual and the Sync With Skydome distance mode alike. Off by default

Coverage above the level your 3D clouds were generated at hands the overcast to the 2D layer, see Volumetric clouds.

Detail override

overrideDetail drives starsIntensity, the galaxy (enableGalaxy, galaxyIntensity) and the aurora (enableAurora, auroraIntensity).

Volume override

overrideVolume with volumeProfile and volumeWeight blends a URP Volume profile in over Transition In and out over Transition Out. Only the overrides ticked inside the profile apply.

The sun disc, its halo and the lens flare dim with cloud cover on their own, and the fog color follows the preset's sun color when Auto Sync Colors is on. A storm preset usually only needs the sky, light, ambient and cloud groups.

Audio

FieldDescription
fadeInAudio, audioFadeInDuration, fadeOutAudio, audioFadeOutDurationOptional fades in seconds
useWeatherSound, weatherSoundClip, weatherSoundVolume, loopWeatherSoundMain weather loop (rain, snow)
useWindSound, windSoundClip, windSoundVolume, loopWindSoundWind loop
useAmbientSound, ambientSoundClip, ambientSoundVolume, loopAmbientSoundExtra ambient loop
useThunderSound, thunderSoundClip, thunderSoundVolume, thunderIntervalA thunder clip played every thunderInterval seconds (5 to 60)
clearAmbienceVolumeHow loud the clear weather ambience stays during this weather. 0 silences it, 1 leaves it unchanged

Helper methods

MemberDescription
float GetRandomDuration()A duration inside the preset's range
float GetRandomStartTime()A start time inside the preset's window
float GetRandomStartTimeWithPreference(float dayStart, float nightStart)A start time that respects the day and night preference

Demo presets

The three presets in Demo/Weather Effects are good starting points.

PresetSpawnsNotes
Light RainLightRainSky, light, ambient, cloud and detail overrides, rain and wind sounds
Heavy RainThunder, RainSame groups with heavier values, plus lightning from the Thunder prefab
SnowLight SnowAlso overrides the fog and blends the SnowVolume post processing profile

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