Cloud drift and ambient particles are separate controllers with their own art, references and ownership. Configure each before applying weather changes.
Clouds#
- Enable Clouds and assign a cloud Sprite.
- Verify the Layer reference, factor/order and optional Horizontal looping.
- For the guide's horizontal example, set Velocity
(0.25,0)and Opacity0.8; the supplied screenshot uses its own authored direction. - Assign Day/Night colors and Clock. Cloud velocity adds drift to Camera Driven motion.
Positive cloud X drift moves right. Manager's positive auto-scroll X convention moves scenery left, so these are different controls. Use Add Another Clouds for independent art/speed/opacity.
Optional cloud shadow#
Shadow needs a separately authored transparent SpriteRenderer; assigning a reference does not create geometry. Shadow Offset adjusts its authored local position, while Shadow Opacity is a daytime multiplier fading at night.
An enabled cloud controller owns layer.tint, capturing the original and applying day/night color × opacity. A transition/gameplay writer can conflict with it. Shadows are a visual approximation. Test stationary-camera drift, looping and longer travel.
Particle styles#
- Enable Particles and verify Advanced > System.
- Select Fireflies, Leaves, Dust or Floating, then click Apply Particle Style.
- Set desired Emission Rate afterward; guide example eight particles/s is before quality/night multipliers.
- For Fireflies, test Night Only with a valid clock at Hour zero.
- Author renderer material, alpha, sorting, shape and scale. Add Another Particles creates another independent effect.
| Setting | Behavior |
|---|---|
| Night Only | Emission × (1 - VisualDaylight). Without a clock, daylight is one and night-only emission becomes zero. |
| Day / Night Color | Blend new particles through main.startColor. |
| Apply Particle Style / Configure | Set lifetime, size, speed, shape and velocity defaults. Fireflies enables Night Only; other kinds disable it. |
Reapplying a style may overwrite tuned modules. Retune desired values after Configure. Simulation is world-space, so existing particles stay in world coordinates even when the emitter follows the camera.