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The problem you run into with clientside only rain is that this gives access to the player to modify the rain or remove it. This can cause a lot of issues with clever players who manipulate the system. You want them run on the server. However, what you can do is use the sheet method. Create a static mesh of cross sheets that match the dimensions of your levels. Then apply a panner material of rain on these cross sheets. To amplify the effect you can add particle systems on the ground of raindrops to make it look more authentic. This isn’t optimal however it is a more performant solution than setting up gpu rain particles or similar systems. The best practice, however, would be to use the cloud around player method, but do so for each player and have it reach far enough out that neither player would notice the difference. This will spawn less on screen per user and keep performance standards high, but requires a bit more maintenance as, if the rain stops, you have to make sure that the game checks for each and ever instance of the rain and stops it so one user isn’t running around with a rain cloud around them and one is not, etc.
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Well isnt rain clientside all the time? I mean patch out or switch the material or whatever would remove rain even if its serverside isnt it?