FAQ

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Global Snow · Troubleshooting & FAQ

Frequently Asked Questions

How do I add footprints at an arbitrary position?

Use the scripting API:

GlobalSnow snow = GlobalSnow.instance;
snow.FootprintAt(position, direction);
Can I customize the footprint shape?

Yes. Replace the footprint texture in Resources/Textures with your own. Alternatively, use the Terrain Marks feature with FPS Marks enabled for a different mark style.

Can I change the size of terrain marks?

Set a global default size in the Global Snow inspector, or attach GlobalSnowColliderExtraInfo to individual objects and set the Mark Size per object. When using the API, pass a value between 0 and 1:

snow.MarkSnowAt(position, 0.5f);
Are footfall audio clips included?

Yes. Three snow footfall clips are included in GlobalSnow/Resources/Footfalls. Assign them to your First Person Controller's footstep sounds property.

Tip: To detect whether the player is on snow, cast a ray downward and check for overhead cover, then switch between normal and snow footfall clips.
How do I enable snow reflections on water? (Forward)

Support for Unity Water Pro from Standard Assets is included. See the README file in GlobalSnow/Extras/WaterReflections for setup instructions.

Does it work with VR?

VR support depends on your Unity version, VR SDK, and rendering path. Deferred rendering is recommended for the best performance and compatibility. See the Troubleshooting page for stereo rendering details.

How do I add static snow to a moving character?

Exclude the object from global coverage and apply the GlobalSnow/Moving Object Snow/Opaque shader. See Moving Objects for a step-by-step guide.

Can I add holes in the terrain's snow?

Yes. Use the CircularHole or QuadHole prefabs from GlobalSnow/Resources/Prefabs. These use the GlobalSnowEraser material and GlobalSnowIgnoreCoverage script to act as stencil objects. You can also use any custom geometry with the same material and script.

How do I check if there is snow at a world position?
float amount = GlobalSnow.instance.GetSnowAmountAt(worldPosition);
// Returns 0 if no snow, > 0 if snow is present.
How do I programmatically modify the coverage mask?

Use MaskPaint and MaskFillArea to modify coverage at runtime:

GlobalSnow snow = GlobalSnow.instance;
// Remove snow in a 10m radius
snow.MaskPaint(transform.position, 10f, 0f);

// Fill a bounds area with snow
snow.MaskFillArea(buildingBounds, 0f);
How do I exclude the terrain from snow in deferred mode?

See the Troubleshooting page for the step-by-step process involving the TerrainWithoutSnow material and stencil shader edits.

My question is not covered here

Please visit the Kronnect Support and post your question. The team will respond promptly.

Is this asset compatible with Unity 6?

Yes. All Kronnect assets are fully compatible with Unity 6. The minimum supported version is Unity 2022.3 LTS, and this includes Unity 6 and any newer releases.

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