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unity-weather-conditions
Unity Weather & Track Conditions for RC Racing
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Unity Weather & Track Conditions for RC Racing
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
Unity ScriptableObject Architecture
Unity Shaders
Unity State Machines
Registers new C# files in resources/manifests/<system>.json (files array + tests.editmode/playmode list) and validates with just validate-registry. Use when creating any new script, adding a new game system, or fixing 'orphan file' CI failures. Trigger phrases: 'add to manifest', 'register file', 'new system', 'validate registry'. Key capabilities: exact JSON manifest format, ACTIVE/DEPRECATED/EXPERIMENTAL status, dependency declarations, test class name mapping for pre-push gating via resolve_module_tests.py. Do NOT use for modifying physics logic or editing game scripts unrelated to registration.
Unity Terrain & Track Creation for RC Racing
Unity Testing, Debugging & QA
| name | unity-weather-conditions |
| description | Unity Weather & Track Conditions for RC Racing |
Use this skill when implementing dynamic weather systems and track condition modeling for an RC racing simulator. Covers weather state machines, global wetness, rain/dust/mud effects, wind physics, time of day, temperature models, track evolution, and wet surface shaders.
unity-particles-vfxunity-shaders or unity-3d-materialsunity-physics-tuningunity-networkingA single _GlobalWetness float (0 = bone dry, 1 = fully saturated) drives all weather-dependent systems.
// Set globally -- all shaders and scripts can read it
Shader.SetGlobalFloat("_GlobalWetness", currentWetness);
| System | How It Uses Wetness |
|---|---|
| Tire physics | grip *= (1f - wetness * surfaceConfig.wetGripReduction) |
| Shaders | Increase smoothness, darken albedo, enable ripple normals |
| Dust particles | emission = speed * (1f - wetness) |
| Rain particles | emission = wetness * maxRainParticles |
| Audio | Blend in rain ambience, tire splash sounds |
| AI | Reduce target speed, increase following distance |
// Add to existing surface shader or Shader Graph
float _GlobalWetness; // Set via Shader.SetGlobalFloat
float _DirtAmount; // Per-material
// Wetness effect:
// 1. Increase smoothness (wet surfaces are shinier)
float wetSmoothness = lerp(baseSmoothness, 0.95, _GlobalWetness);
// 2. Darken albedo (wet surfaces absorb more light)
float3 wetAlbedo = baseAlbedo * lerp(1.0, 0.6, _GlobalWetness);
// 3. Ripple normal map (animated water surface)
float2 rippleUV = worldPos.xz * 2.0 + _Time.y * float2(0.1, 0.15);
float3 rippleNormal = UnpackNormal(tex2D(_RippleNormalMap, rippleUV));
float3 finalNormal = lerp(baseNormal, rippleNormal, _GlobalWetness * 0.5);
Extend existing surface configuration with wetness data:
[CreateAssetMenu(menuName = "Racing/Surface Config")]
public class SurfaceConfig : ScriptableObject
{
[Header("Base Physics")]
public float baseGrip;
public float rollingResistance;
[Header("Weather Modifiers")]
[Range(0f, 1f)] public float wetGripReduction; // How much grip drops when wet
[Range(0f, 1f)] public float mudDragCoefficient; // Drag in wet conditions
public float dustEmissionRate; // Dust per unit speed
public float waterAbsorptionRate; // How fast surface dries
public float GetEffectiveGrip(float wetness)
{
return baseGrip * (1f - wetGripReduction * Mathf.Sqrt(wetness));
}
}
| Priority | Feature | Effort | Impact |
|---|---|---|---|
| P1 | Global wetness + grip reduction | Low | High -- core gameplay mechanic |
| P1 | Weather state machine (Clear/Rain) | Medium | High -- drives all weather systems |
| P1 | Rain particle system | Low | High -- essential visual feedback |
| P2 | Wet surface shaders | Medium | Medium -- visual polish |
| P2 | Dust system with moisture suppression | Low | Medium -- immersion |
| P2 | Wind physics on vehicle | Low | Medium -- adds depth to racing |
| P3 | Time of day lighting | Medium | Medium -- atmosphere |
| P3 | Tire temperature model | Medium | Medium -- simulation depth |
| P3 | Track evolution (rubber/marbles) | High | Medium -- advanced racing mechanic |
| P4 | Mud dynamics with dirt accumulation | Medium | Low -- specific to off-road tracks |
| P4 | Battery cold performance | Low | Low -- niche realism |
| P4 | Dynamic quality adjustment | Medium | Low -- optimization polish |
| Skill | When to Use |
|---|---|
unity-physics-3d | General physics foundations that grip/drag calculations build on |
unity-physics-tuning | PhysX configuration for the vehicle that weather modifiers apply to |
unity-particles-vfx | Particle system fundamentals for rain, dust, and mud effects |
unity-3d-materials | Shader and material basics for wet surface rendering |