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Have you tried rebuilding the water shaders? From Water edit the Shader Set and apply changes.
The included WaterPhysics.cs works better than that with just default settings, provided you set the proper balance between collider size and...
Perhaps you can try to scale the collider a bit down.
You can't use MSAA, but other types of anti-aliasing are ok. Have you tried those in the Post Processing stack?
I added this to the ShipBowWavesEmitter.cs script to correct artifacts at the transition from disabled to enabled (I.E. when used with the...
I did some more tests trying to recreate the problem, but it seems to be somewhat random. Last time, just switching camera rendering from deferred...
Apparently I solved the building error problem just editing the shader set in the Water script and clicking the "Apply changes" button.
Try putting the Wave Particle System GPU script in the Water object.
@reelie Yes, it's in the beta. @gibmation Have you checked that the water height is exactly at 0 position?
It's a different problem indeed, because with the Temporal AA the screen goes all black in few seconds. Anyway I am still using 5.6.0f3. I'm going...
I think it's a bug of the Temporal Antialiasing. It seems it only happens in Editor but never in the build. When it happens in editor, disabling...
In the latest beta (2.0b8) and Unity 5.6.0f3, I have this 2 errors continuosly reported when WaterSubtractVolume is enabled:...
Perhaps your camera's shaking is caused by the loop of activating WaterFloat when under water and deactivating it when floating above. Look at the...
You can try this minimal scene in the file below. In this scene I have it working with the camera rendering path set to deferred. If you set the...
You can try to rebuild shaders, from the option menu of the water script in the water prefab.
Indeed that was copy & paste from the doc... :)
Sun shadows on water Enable “Receive Shadows” toggle on Water component. Attach WaterShadowCastingLight component to your main directional...
In the Galleon Demo, to get a working boat you just have to: Add a rigidbody to the Boat gameobject and set its mass to 1000. Copy the Mesh...
@zuzzu Can you post a very basic Scene with WavesParticleSystem setup?
Have you seen the example scene?