I just purchased CiDy and testing it with Gaia2 and facades, this is a small test build and happy to get away from grid built cities, I still had to go in and fix a few things manually but CiDy isn't really suited to those prefabs collision wise for placement. I still need to include clutter etc in the spawner, but everything I learn now will make future games go so much faster in the build process. Roads and buildings that follow terrain contours look far more organic.
Weather Effects... Pishin' Doon, Thunderstorms. Rain particles have colliders and on impact with surfaces two sub emitters spawn ripple and splash decals. The collision also means no rain passes through overhangs roofs etc.
Left and right foot emitters triggered from events in animation timelines. Wetness and puddles are shaders with no material or texture for footstep system, so a simple trigger is attached to each wetness decal prefab to enable/disable the particle emitters.
Stripped everything out, re-did terrain textures, new trees and foliage. Some serious optimisation work and happy with fps, though i could still do more work on that, the world is much more dense and detailed now.
The old town is big enough to warrant it with lots of streets, it is built right into the level and no impact on performance, learned some new tricks.
Started integrating smaller pre-built scenes into main build. City, Towns, Villages and NPC's in the SouthEastern quarter. New foliage/trees,Weather FX and numerous small details to make the world believable. Still a lot of areas and points of interest to put in, particularly in the surrounding mountain areas, but needed to test the loading/unloading and performance before going any further. UAS streaming assets don't cut it with this level and performance was pretty bad but my own hacked up load/unload method seems to work really well.
It is unity terrain and Voxeland. A smaller voxel terrain sliced and placed then standard terrain is sliced on same grid, you can remove unused tiles from either and blend the remainder. Voxel terrain is a lot less smooth and paths are harder to paint. So I blend the paths and surrounding areas in using standard tiles and remove the standard tiles where the caves are. Same with the voxel terrain tiles, they get removed where standard tiles are used. Vegetation is procedurally generated or painted on both using biome masks and persistent packages with Vegetation Studio Pro to tie it together. This allows for the best of both worlds
Ported the ruins into the build which means freeclimbing is back in play. With the denser vegetation it looks really cool now.