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1 dynamic environments mobile edition! v 1.0 Thank you for buying Enviro Mobile Edition 1

2 Overview: Overview:... 2 Getting started:... 3 Main Components:... 4 "EnviroMgr"... 4 "EnviroSky"... 5 "Enviro Weather"... 6 Create your content:... 7 Growing vegetation setup:... 7 Growing vegetation (dead tree setup): Own weather presets: Seasons setup: Enviro Mesh Seasons: Enviro Season Object Switcher: Enviro Terrain Seasons: Third party assets integration: Playmaker: Scripting c#: Time: Seasons: Weather: Events:

3 Getting started: It's really easy to get enviro running in your project! Import the package and follow this easy steps to get started! 1. Drag and drop the "EnviroSky - Mobile" prefab ("Enviro Mobile Edition" -> "Prefabs") into your scene. 2. Assign your "Player Object" and your "Player Camera in EnviroMgr component. 3. Enable the "EnviroSky component. You are ready to go! further settings to check: Disable other directional lights in your scene! Do not use Desktop and Mobile version in same project, it won t work! 3

4 Main Components: An overview of the main components of enviro! "EnviroMgr" You have to setup Player and PlayerCamera to use enviro! Under Advanced Position can choose to setup a fixed sky height. If left off the sky will move up and down with your player. Under Audio you can change the seasonal ambient sounds. Under Quality you can enabled or disable clouds rendering. Change the emission of all weather particle effects and change the Update Interval of vegetation simulation. Under Seasons you can enable or disable calculation of current season based on days each season will last. 4

5 "EnviroSky" This component is the heart of enviro! You can control the visuals and time over this component! Under Game Time you find all time related variables. Change the current time or pause the simulation with Progress Time. You also can defines how long a day should be in real minutes by setting Day Length In Minutes. Under Lighting you can control the sun, moon and ambient light color and intensity. Color gradients are based on current time of day. 0h 24h Under Clouds you can change the look of clouds in editor mode! On runtime these values will be overridden with weather specific values from your Weather Prefabs. Under Fog you can change the active unity fog mode. 5

6 "Enviro Weather" This component manages the dynamic weather in enviro. You can add and remove other weather types in Weather Effects Prefabs list. To change the weather change interval, set Update Interval (in hours). To change the speed of blending between to weather types, set Cloud Change Speed. You can add and remove thunder sounds in Thunder SFX list. 6

7 Create your content: In this section you will learn how to create your own content with ENVIRO like growing vegetation, creating your own weather-types or setting up the season components and dynamic surface shaders. Growing vegetation setup: Let's start how to setup your own tree/bush/plant to grow! This look like a lot of work, but when created you first trees/plants you will be able to create them in less than 5 minutes when you got all the models you want to use! 1. Create a new empty GameObject and change the name. ("GameObject" -> "Create Empty") 2. Add the "EnviroVegetationInstance" component. ("Component" -> "Enviro" -> "Vegetation Growth Instance") 3. Let s add our models! For this example I used the SpeedTree White Oak package. But you can use any models you like. Just drag and drop the models from your "Project File List" into "Scene View" onto the GameObject you created in first step. Make sure that the models are child objects! When you got all models in scene, deactivate them! You should have something like this: 7

8 4. Let s create our Grow Stages! Select your GameObject created in first step and click on "Grow Stages". In this example I want to have three stages! One for a young tree, one for an adult tree and one for a very old nearly dead tree. So I need to set the "Size" to "3"! 5. Now let's link the models you added in third step in the correct "Grow GameObject slots" for each season and stage. Also we setup the "Min Age Percent" for the second and third stage to let the system know after what age in percent the models should be switched to next stage. We choose 35 in second stage and 80 in third here. Also we define that in third stage the Tree shouldn't grow anymore. So we set "Grow Action" to "Stay"! When you done it should look like this: 8

9 6. We are done with the "Grow Stages" now. Now we setup "Age" settings. Click on "Age" and define the Max Age in hours, days and years. I choose to set it to 120 days. After this time the tree will die. I also check the "Loop" checkbox. This way a new tree will grow after the old tree died. 7. Next is "Seasons" Click on "Seasons" to open the season setting. Here you can define in which seasons the tree should grow and what action should executed if it can't grow in a season. In this example I want the tree to grow in all four seasons. So I doesn't change anything here. But if you may create a plant or anything like that you can activate the checkboxes in what seasons this plant can grow. Take a look into the example scene. 8. The last settings we want to setup are the Min and Max Scale and the Grow Speed Mod and Step! The "Min Scale" defines the start scale on birth. I choose 0.1 in all three axes. The "Max Scale" should be clear. The Tree can't get bigger than this value. I choose a value of 2 in all three axes. The "Grow Speed Mod" and "Step" values are the most important and hardest to setup. It all depends in what type of tree/plant you are creating and how old the tree/plant can get. The best way to find good values is to trial and error. Start the scene and try different values. In our case a "Grow Speed Mod" of 0,001 and a "Grow Speed Step" of 0,1 gives good results. In general the older the tree/plant can get, the lower the "Grow Speed Step" value should be. 9. The plant/tree is ready for use now! But there is something you may want to add. When the tree dies it just vanish at the moment. So we may want to create a "Dead Prefab" that is spawned like we have in the sample scene. Here are the steps: 9

10 Growing vegetation (dead tree setup): 1. Drag the model you want to use for this into scene view.(i use the winter version of the oak) 2. Add a "Rigidbody" to these and setup correct mass, also make sure that "Use gravity" is checked and freeze the "y" rotation in "Constraints". 3. Add a collider (for trees use a "Capsule Collider") as child and setup scale to match your tree also give it slight rotation in the direction it should fall. 4. Add an "AudioSource", assign a matching sound effect, make sure to check "Play on Awake". 5. Add a "Timed Object Destructor Script". You can find this in the Standard Assets Utility scripts from Unity. Setup the "Time Out" value. 6. Drag this into your "Project List" to save it as a prefab. And assign the prefab to your "Enviro tree/plant" you created in the "Dead Prefab" slot. 10

11 Own weather presets: This sections describes how to create and add your own weather presets. 1. Create a new empty Gameobject ("Gameobject" -> "Create Emtpy"), also add the "Enviro Weather Prefab" script. OR Drag and drop one of the weather prefabs shipped with ENVIRO. 2. If your weather preset should have particle effects, add them as childs of the Gameobject you created on first step. Then link them to the "Effect Particle Systems" list in the "Enviro Weather Prefab" script. 3. Now change all the other values to finish your new preset. Take a look at the description: Spring Summer Autumn Winter Possibility In Spring Summer... Effect Particle Systems Is Lightning Storm Fog distance Sun Light Mod Wind Strength Wetness level Snow Level SFX Check if this weather preset occur in this season. The possibility of this weather preset in different seasons in percent. The list of particles systems played with this weather preset. If checked, lightning strikes and thunder will be played. Distance of fog. Modify the sun intensity. Negative values to lower the light intensity. The wind strength of the windzone. How wet the dynamic surfaces will be. How much snow should build up on dynamic surfaces. Sound effect played 11

12 Clouds config: First Color Second Color Light Intensity Density Alpha Speed 1 Speed 2 Base color of clouds Shading color of clouds. Indirect light intensity of clouds The clouds coverage Alpha(transparency) of clouds. Moving speed of first layer. Moving speed of second layer. (To get a nice morphing effect make sure to use a low value for speed 1 and a high value for speed 2!) Hint: You can change the cloud settings in "EnviroSky" component to get the visual you like and transfer the values. 4. When you finished save the new "Weather Prefab" in you project as a prefab and add it to the "Weather Prefab List" in the "Enviro Weather" component. 12

13 Seasons setup: It is really easy to setup your models and terrain for seasons. Use the following three components on your models! Enviro Mesh Seasons: This component changes "MeshRenderer" materials for different seasons. Just add this script on the "Gameobject" with a "MeshRenderer" ("Components" -> "Enviro" -> "Seasons for Meshes") and create four different materials and assign them. Enviro Season Object Switcher: This component swaps "Gameobjects" for different seasons. Just add this script on a "Gameobject" with four seasonal objects as child (Components" -> "Enviro" -> "Seasons for Gameobjects") and assign them. 13

14 Enviro Terrain Seasons: This component changes terrain textures, grass color and density for each season. Just add this script on your terrain (Components" -> "Enviro" -> "Seasons for Terrain") and modify the settings. Terrain Change Grass Change Grass Density Change Textures Texture Change Ids Textures Grass Color Grass Density Tiling The terrain this script manages Whether the "grasscolortint" should be changed Whether the "detailobjectdensity" of terrain should be changed. Whether the textures of terrain should be swapped on season change. The "SlotID" of texture that will be swapped. First texture assigned in terrain has "SlotID" "0"! Assign your seasonal textures and normals (if wished) here. Set the seasonal "colortint" of grass here. Define seasonal "detailobjectdensity" here. Tiling of the seasonal textures. 14

15 Third party assets integration: Playmaker: With Update 1.3 some Playmaker Actions to set and get time, weather and season where added. To use them, please unzip the archive in "Scripts" -> " Playmaker Integration" folder! You can find the actions in "Playmaker Action Browser" under "ENVIRO" category. 15

16 Scripting c#: A few example for frequently used lines of code for your scripts to communicate with enviro. Time: Getting current time: float hours = EnviroMgr.instance.currentHour; float days = EnviroMgr.instance.currentDay; float years = EnviroMgr.instance.currentYear; float totaltime = EnviroMgr.instance.currentTimeInHours; Setting time: EnviroMgr.instance.Envirosky.GameTime.Hours = 12f; EnviroMgr.instance.Envirosky.GameTime.Days = 2f; EnviroMgr.instance.Envirosky.GameTime.Years = 1f; 16

17 Seasons: Seasons enum: SeasonVariables.Seasons.Spring SeasonVariables.Seasons.Summer SeasonVariables.Seasons.Autumn SeasonVariables.Seasons.Winter Getting season: SeasonVariables.Seasons season = EnviroMgr.instance.seasons.currentSeasons; Setting season: EnviroMgr.instance.seasons.currentSeasons = SeasonVariables.Seasons.Spring; Weather: Getting current active weather: EnviroWeatherPrefab currentweather = EnviroMgr.instance.EnviroWeather.currentActiveWeatherI D; Get a List of all weather types: List<EnviroWeatherPrefab> weathertypes = EnviroMgr.instance.EnviroWeather.WeatherTemplates; Setting current active weather: EnviroMgr.instance.EnviroWeather.SetWeatherOverwrite(int id); 17

18 Events: You can listen to enviro s events and do actions in your scripts: EnviroMgr.instance.OnWeatherChanged += (EnviroWeatherPrefab type) => { Debug.Log("Weather changed to: " + type.name); }; EnviroMgr.instance.OnSeasonChanged += (SeasonVariables.Seasons season) => { Debug.Log("Season changed"); }; EnviroMgr.instance.OnHourPassed += () => { Debug.Log("Hour Passed!"); }; EnviroMgr.instance.OnDayPassed += () => { Debug.Log("New Day!"); }; EnviroMgr.instance.OnYearPassed += () => { Debug.Log("New Year!"); }; 18

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