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Thanks! If anyone is having issues with the particles floating in the air just go to the rainfall particle system and in the collision tab change the radius scale to 0.01
Great tutorial. Been watching your videos for a while now. Your tutorials are easy to follow, concise, and you present them very well. Thanks so much for your contribution to the community. You rock!
If you like to have your rain attached to your player and follow him then you should change "Simulation Space" from local to world. With this change your spawned rain particles do not rotate with ur player and look not so unrealistic.
For anyone that had the issue where the sub-emitter would float in the air: In front of the Sub-Emitter on the RainFall particle system there's an option called Birth. Change this to Collision.
@@SpeedTutor May I ask which property of the particle system you refering as "heights"? (when I show its bounds, the splash bounds appears to be a box on the ground, not a plane, and that cause the splashes appear above the ground)
How performant is this, and is it just one of many ways you can get an effect of rain? If I were to do an open world style terrain, is this best practice? Very to the point and well illustrated video none the less, thank you!
Thanks for checking this out, my friend. As for performance, it's fine in most cases as long as you don't have lots of emission but of course everything eats up performance. I'd probably recommend having the rain only following the player, meaning it won't be a massive overhead (No pun intended) in other areas.
For anyone using the terrain package thinking why the sub emitters do not work all the time despite their probability being set to 1 (if you haven't do that first) 1. turn off Collision in the rain particles 2. turn on Triggers 3. set Inside to Ignore 4. set Enter to Kill 5. drag the terrain to the component box 6. set Sub Emitter from Collision to Trigger I don't know why, but I had to change it from a Collision based system to a Trigger based system. The rain particles will still disappear as soon as it hits the terrain.
Great tutorial! i edited some things to make an Acid rain and it's very good! i have just one question, on average all the splash are nice, but sometimes they seems to grow too much , even if the max size is 0.4 , is thare a way i can fix it? Thank you agaiiin!
@@SpeedTutor the problem is that all the splash generated are correct, but sometimes 1 here and 2 there seems not to consider the max size of 0.4 and go over. Trying the game for other things i noticed that it happens only while playing in the editor when i focus the game screen or maybe alt+tab from other windows... So maybe it's not an issue at all, just a glitch due to editor operations... Anyway i like very much the result! Thank you so much for this very easy tutorial 😁😁
Hello I have a question, Collision's type I choice world then i will have two problem. 1. when the shape scale too big ,rain will through my floor and house 2.when so many object in the Particle System range that will have the same problem. Someone can tell me why it happened.
Had a ton of issues with creation of the "rim shader". Friendly suggestion: Please include a tutorial how to do everything in your tutorial videos. To many tutorial videos out there where people only show 80% of what is included in the video, or god forbid says "buy this" or "buy that" to see the full tutorial..
I did mention in the video that this texture is a circle with no fill, so lets say a circle with just an outline or stroke. Then add an outer glow to the image. It's as simple as that. Then apply that to your standard particle material :)
Make 512x512 circle image from Photoshop or illustrate and import it to Unity. Drag the image into Rim Shader- Albedo, drop it on the little gray box right next to Albedo.
can't select the Particle Standard Unlit shader on the splash material for some reason. I'm in an HDRI Unity project. Is that why? how do I get around that?
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Thanks! If anyone is having issues with the particles floating in the air just go to the rainfall particle system and in the collision tab change the radius scale to 0.01
Thanks for the suggestion! :) I really appreciate you taking the time to comment.
You are the man, each time i need something for my game i love finding a video from your channel up there! Thanks for sharing so much stuff bro!
I appreciate that, my friend! :) Glad I could help you out.
Great tutorial. Been watching your videos for a while now. Your tutorials are easy to follow, concise, and you present them very well. Thanks so much for your contribution to the community. You rock!
I really appreciate the comment! :D Thanks for taking the time. I hope I've made your life that slight bit easier. :)
If you like to have your rain attached to your player and follow him then you should change "Simulation Space" from local to world.
With this change your spawned rain particles do not rotate with ur player and look not so unrealistic.
Beautiful idea! Thanks for sharing! :)
This is the type of content I need, fast, efficient, and works perfectly, thanks, instant sub!
You're very welcome, my dude! Thanks for watching! :D
ive been sent here by my programming teacher and let me just say great tutorial very straightforward and very good
Haha, I'm glad you found these useful! Where are you studying? :)
@@SpeedTutor kodland gaming. Not sure if you heard about it but its a UK brand and its quite small and uknown company
Thank you!!! Keep up the good work!
You're very welcome, thanks for checking this out! :)
For anyone that had the issue where the sub-emitter would float in the air:
In front of the Sub-Emitter on the RainFall particle system there's an option called Birth. Change this to Collision.
Thanks for your advice, I hope others will find it helpful! :)
Thanks!
Mine is set to collision but the sub-emitters are still floating above the surface..
@@trevor.mccauley same here but floating just a little bit above
I am the 1000st like and it is worth watching! Thanks for this amazing video!
Haha, amazing! Thanks for coming to watch! What will you be using it for?
I used it for a VR project for school :D
@@SpeedTutor
Best of luck with it! :D
amazing and useful again! straight to the point
I appreciate the comment, I'm glad you found it useful! :)
Rain in unity 😍
Lets it rain! :P
@@SpeedTutor You help me lot brother 💕
Your explanation is Over Power 🔥
I appreciate you saying so, my friend! Thanks for coming to watch!
Thanks for this!
You're very welcome! Are you working on something cool?
@@SpeedTutor I hope so! haha
Give me a sneaky clue :P
@@SpeedTutor Working on a new biome for my game called Core Lords, this is really going to help!
It Really helps, thx for sharing! Though the splash often occur to spawn a little above the ground somehow...
You can adjust the height of those I think :)
@@SpeedTutor May I ask which property of the particle system you refering as "heights"? (when I show its bounds, the splash bounds appears to be a box on the ground, not a plane, and that cause the splashes appear above the ground)
Thanks! Very useful.
You're very welcome, thanks for watching! :D
Absolute _LEGEND_
Thanks man! :)
Great tutorial! Thank you!
I'm glad you liked it, my friend! Thanks for watching.
Thank you for this tutorial!
You are so welcome!
awesome tutorial. Thanks!
I'm glad you think so! :D
Nice tutorial! Very helpful for me.
I'm glad you found it helpful! Thanks for watching! :D
How performant is this, and is it just one of many ways you can get an effect of rain? If I were to do an open world style terrain, is this best practice?
Very to the point and well illustrated video none the less, thank you!
Thanks for checking this out, my friend. As for performance, it's fine in most cases as long as you don't have lots of emission but of course everything eats up performance. I'd probably recommend having the rain only following the player, meaning it won't be a massive overhead (No pun intended) in other areas.
Thanks ❤
You're very welcome! :D
The splash particles seem to be sorta floating and not really hitting the ground for me. Did I miss a step somewhere?
You might want to tweak the collision settings, with the damping and others. :)
@@SpeedTutor Ah thanks. Fixed it. :)
What did you do, just so others can bask in YOUR GLORY!? :D
FIX:
Go into the ground splash particle system and uncheck 'shape'.
@@Harry-dh2pm that did not fix it for me :(
Nice tutorial :)
Glad you think so! :D
@@SpeedTutor Yes :D
For anyone using the terrain package thinking why the sub emitters do not work all the time despite their probability being set to 1 (if you haven't do that first)
1. turn off Collision in the rain particles
2. turn on Triggers
3. set Inside to Ignore
4. set Enter to Kill
5. drag the terrain to the component box
6. set Sub Emitter from Collision to Trigger
I don't know why, but I had to change it from a Collision based system to a Trigger based system. The rain particles will still disappear as soon as it hits the terrain.
how to randomise it where the longer you wait the more chance of it to rain?
Great tutorial! i edited some things to make an Acid rain and it's very good! i have just one question, on average all the splash are nice, but sometimes they seems to grow too much , even if the max size is 0.4 , is thare a way i can fix it?
Thank you agaiiin!
You could decrease the size of the particle using it's transforms? :)
@@SpeedTutor the problem is that all the splash generated are correct, but sometimes 1 here and 2 there seems not to consider the max size of 0.4 and go over. Trying the game for other things i noticed that it happens only while playing in the editor when i focus the game screen or maybe alt+tab from other windows... So maybe it's not an issue at all, just a glitch due to editor operations... Anyway i like very much the result! Thank you so much for this very easy tutorial 😁😁
Hello I have a question, Collision's type I choice world then i will have two problem. 1. when the shape scale too big ,rain will through my floor and house 2.when so many object in the Particle System range that will have the same problem. Someone can tell me why it happened.
Awesome and better than GTA trilogy, lol
Haha, I'll teach them what to do! :)
Good video but scaling of your apps are way too small. Hard to see the text on smaller screens.
Good tutorial, but the 4K capture is hard to see
Thanks very much, I don't record in 4K but it might be because I record in 1080p but the resolution is 2K. :)
Could you maybe post the splash png in a pinned comment?
Had a ton of issues with creation of the "rim shader". Friendly suggestion: Please include a tutorial how to do everything in your tutorial videos. To many tutorial videos out there where people only show 80% of what is included in the video, or god forbid says "buy this" or "buy that" to see the full tutorial..
I did mention in the video that this texture is a circle with no fill, so lets say a circle with just an outline or stroke. Then add an outer glow to the image. It's as simple as that. Then apply that to your standard particle material :)
Make 512x512 circle image from Photoshop or illustrate and import it to Unity. Drag the image into Rim Shader- Albedo, drop it on the little gray box right next to Albedo.
its not accepting the material for the ripple in the sub emitter. can someone help
That's strange, did you convert the texture to a 2D sprite?
can't select the Particle Standard Unlit shader on the splash material for some reason. I'm in an HDRI Unity project. Is that why? how do I get around that?
You might need to create your own material in HDRP?
7:00, most likely a box collider around house -> change to mesh.
Could you add lightning to this ?
You could do exactly that! :)
First again
Insane SPEED!
Yep 😁😁
Excellent tutorial! Thank you.
I'm glad you liked it! :D
Great tutorial thank you!
You're very welcome!