Context
Today was another deep dive into the custom skybox system. This has turned out to be one of the most technically challenging parts of the project—far more than tools, crafting, or even world generation. But progress is being made.
Environment Rig + Level Sequence Approach
I made meaningful progress using an Environment Rig Device paired with a Level Sequence. The idea is:
- Animate sky gradients, horizon blends, and lighting tones inside the sequence.
- Use Verse to map the sequence playback time to the current world time.
This approach offers much more flexibility than relying solely on built-in sky devices.
Seeing the sky shift based on the in-game (and real-world) clock felt like a breakthrough.

Visual Issues: Pixelation & Harsh Shadows
Despite the progress, I’m still wrestling with:
- Pixelated textures at certain camera angles
- Harsh lighting transitions or shadows appearing where they shouldn’t
- Curved world distortion at large sphere scales
If I can solve these, this system might become one of the most impressive visual features in the project.
Plan B: Animating Day Sequence Devices
Before using the Environment Rig, I experimented with animating Day Sequence Devices by:
- Moving them around the map
- Triggering them through volumes
The results looked great—these devices produce high-quality sky and lighting out of the box.
But:
- They’re not as animatable or script-friendly
- They make dynamic time-of-day syncing more difficult
Still, if the custom material route becomes unsalvageable, this remains a solid fallback.
Camera Visibility Issue: Player Occlusion Behind Trees
I spent a couple hours trying to resolve a frustrating problem:
- When the player moves behind trees, they sometimes become fully hidden.
- This appears tied to a boom collision bug in the camera device.
- Adjusting camera collision, offsets, and smoothing hasn’t fixed it yet.
I started exploring:
- Alternative camera setups
- Potential occlusion shaders
- Conditional opacity fadeouts for foliage (though this can get expensive)
This issue is still open.
Summary
What I accomplished:
- Advanced the custom skybox using an Environment Rig + Level Sequence.
- Synced sky animation playback to real-world time via Verse.
- Explored fallback options with Day Sequence Devices.
- Investigated player visibility issues behind trees.
What I learned:
- Custom sky systems are extremely sensitive to material, lighting, and scale settings.
- The Environment Rig offers great flexibility… but also many opportunities for visual artifacts.
- Camera collision bugs can have a surprisingly large impact on gameplay readability.















