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Ceto (Scrawks Ocean)

Discussion in 'Assets and Asset Store' started by scrawk, May 4, 2015.

  1. scrawk

    scrawk

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    @IronDuke yes you can add waves to the mesh where ever you want using a wave overlay as described above.

    There will be script added in the future that will make this easier.
     
  2. IronDuke

    IronDuke

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    Goody and thanky, I had to ask.
    Definitely on my "git" list.:p

    --IronDuke
     
  3. sadicus

    sadicus

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    While we patiently wait, this image might inspire.
     
    scrawk likes this.
  4. CaptainMurphy

    CaptainMurphy

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    Here is an example of foam overlay and wave overlay making the height increase where our cannonballs hit. We will have functioning bow waves and wakes before the end of this week hopefully.
     
  5. IronDuke

    IronDuke

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    That's real, right? Because it looks an AWFUL lot like Ceto, and it's hard to tell.:D Only thing is, I don't think the splashes from the dolphin tails are in Ceto. Scrawk man, you are a genuis of monumental proportions!

    --IronDuke
     
  6. sadicus

    sadicus

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    @IronDuke It is a real image and that's why it's posted, (to me) it does look similar to what scrawk has posted and i'm sic with excitement about Ceto!
    @CaptainMurphy Will these (functioning bow waves and wakes) be made available for Ceto? They look great, nice job!
     
  7. CaptainMurphy

    CaptainMurphy

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    Actually they are very easy to do. The only change I am trying this week is taking an input texture and splitting it into RGBA with slightly different looks to each layer then will lerp between the layers as my 'animation' of the wave shape. Then we want to add in a bit of a noise component to make it looks more random without really needing to recalculate, so probably a rotating rendered cloud texture on top. Our current wake tests just have some V shaped gradients that we placed on a gameobject that has the 'wake' script that simply changes the alpha of the wave/foam overlay as the speed increases/decreases. We will be changing to a single line instead of the V so we can change the wave angle more readily but otherwise the early tests took about 20 minutes to set up.
     
  8. scrawk

    scrawk

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    Just found a bug where having multi-sample on causes the under water post effect script to flip the screen the wrong way. If this effects you let me know and I can send you the fixed shader. It will be fixed in next update.

    Well Ceto is still marked as 'pending review' by Unity. I dont know if there busy at the moment but is been over a week now.

    In the mean time Ive a manged to decrease memory allocations by 30% and decrease the number of math instructions in the shader by 30%. Will be in next update.
     
    AdamGoodrich and hopeful like this.
  9. docsavage

    docsavage

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    @scrawk

    Hi, just wondering the price for the package. Thanks

    doc
     
  10. Tovrin

    Tovrin

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    I've only just stumbled across this asset. Nice work!

    Does it do coastal waves as well? Rocks? Beaches?

    How large can the ocean be? Can you have an "infinite ocean" that just keeps going with terrain just popping up in it? (I'm currently using Suimono which has this setting).
     
    Last edited: Oct 13, 2015
  11. elbows

    elbows

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    I think they are busy. Anecdotal evidence from a thread or two in the asset store forum in recent weeks suggests a 10 days-2 weeks approval time might be more likely, especially if its an authors first asset.
     
  12. scrawk

    scrawk

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    @docsavage its $80

    @Tovrin no coastal waves at the moment like summons. Will be added in a future update. Waves can be up to 50 meters and ocean is infitine.
     
  13. docsavage

    docsavage

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    Thanks scrawk. Out of my budget at the moment but looking at the excellent results I thinks it's a fair price. Will add to my wishlist.
     
  14. Tovrin

    Tovrin

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    Ditto. I'll wait until coastal waves become a thing. It's definitely worth keeping an eye on though. It looks great.
     
  15. Tethys

    Tethys

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    Very impressive. We use Terrain Engine (voxel terrain engine for unity) for the game we are soon releasing on Steam (Astral Terra) and have been using Unity Water4advanced and a method to make infinite water where we want it. We of course do not like Unity's awful water shader and have been searching for something else for some time. Your asset seems very promising and of course the water just looks gorgeous and is impressive so far. Looking forward to a chance at trying this out with our infinite terrain worlds - perhaps since you are using the tiling grid method your asset will work for us. Eagerly waiting to get our hands on this! :)
     
  16. kideternal

    kideternal

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    C'mon Unity Asset Store! Approve Ceto already! Some of us have been waiting for MONTHS.

    (Do you think if we whine here more it will make a difference?)
     
    Dazza007 likes this.
  17. Dazza007

    Dazza007

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    I'll add my voice to the group whine - Cmon Asset Store, I've been camping in both this forum and the Asset store waiting for it to hit
     
  18. Fenris2

    Fenris2

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    Oh, can I play too? But, I will add a haiku

    Desirous of oceans and waves
    We wait for approval of asset store
    Dollars in wallet yearning still
     
    Dazza007 likes this.
  19. scrawk

    scrawk

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    Sorry all but your going to have to wait another two weeks as it just got declined from the asset store.

    The reason...

    I didnt put any information in the publisher page.

    Unity Asset Store - If its so important that I fill this out perhaps a warning thats its empty before submitting would be better than making me wait two weeks just to be declined?
     
    Last edited: Oct 15, 2015
  20. scrawk

    scrawk

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    Hope this makes them happy as a publisher description...

     
    sashahush likes this.
  21. hopeful

    hopeful

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    Pretty sure it's just one of those "make sure all the boxes are checked" sort of things.
     
  22. Luckymouse

    Luckymouse

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    They will approve your Ceto for sure, just matter of time. Usually the first submit will take longer to accept.
     
  23. scrawk

    scrawk

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    Hope so. It was my fault but its still frustrating.
     
  24. jdraper3

    jdraper3

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    I'd like to think that the person(s) that are reviewing assets could have maybe noticed the 14 page thread of anticipation here on their forums and forgiven that minor oversight, but I guess that's probably asking too much :rolleyes: Hopefully they won't make you and everyone else wait another 2 weeks over four sentences.
     
  25. Sharlatan

    Sharlatan

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    Aww, what a pitty. Come on, Unity! I've been checking this thread and the asset store every few hours since the asset got submitted. Really can't wait to get my hands on it!

    Also, I'd like to take the opportunity to mention how much it's appreciated that you'll include the source code! I'm hoping to learn a lot from it :)
     
  26. sashahush

    sashahush

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    *Waves Fist...:mad::mad::mad::mad::mad::mad:....Unity.....really?
    Alright i guess i'll just have to go back to day dreaming.........:)
     
    Tethys likes this.
  27. pixelquaternion

    pixelquaternion

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    If only the unity staff could be as dedicated on removing all the assets not supported on the store!
     
  28. clickmatch

    clickmatch

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  29. docsavage

    docsavage

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    Added to wishlist.
     
  30. CaptainMurphy

    CaptainMurphy

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    Bought! Now you need a logo so we can put it in our credits section of the game.
     
    Tethys likes this.
  31. ZJP

    ZJP

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    Definitely true. :D
     
  32. hippocoder

    hippocoder

    Digital Ape Moderator

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    and a better splash image on asset store.
     
    clickmatch and ZJP like this.
  33. ZJP

    ZJP

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    Definitely true. Too... :p
     
  34. mensch-mueller

    mensch-mueller

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  35. IronDuke

    IronDuke

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    I think the whining worked. :p

    --IronDuke
     
    CaptainMurphy and kideternal like this.
  36. John-G

    John-G

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  37. scrawk

    scrawk

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    Oh wow, I was expecting to have to wait two week again.

    I have a idea for a logo I just havnt had time to do it.
     
  38. kideternal

    kideternal

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    Here's something unusual when using the Oculus Rift.

    Notice how the area to the left of the rope has an incorrect UnderWater Post-Proc Effect:

    By changing the UnderWater DepthMode to USE_DEPTH_BUFFER it looks much better, but seems to have a slight error in its math as shown in the flyout:


    I seem to recall reading something about how "_WorldSpaceCameraPos" doesn't seem to work right in VR mode, because it has dual positions, which is likely the culprit here. You're supposed to use something else (UNITY_MATRIX_V?) until they can come up with a solution, but I can't seem to find that info right now and have to get back to work on other things. (The code causing this seems to be UnderWaterPostEffect.shader, but I haven't time to dig into it now.)

    I thought it worth sharing here for others though.

    Edit: I just discovered that removing the foreground objects (in this case the ropes) from the UnderWater OceanDepthsMask makes this a non-issue! :)
     
    Last edited: Oct 16, 2015
  39. scrawk

    scrawk

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    Ok, Thanks.

    I didnt know about the _WorldSpaceCameraPos issue in VR. I do use it in a few shaders so will change that in next update.

    For performance reason its much better to use the USE_DEPTH_BUFFER option anyway.

    The slight error is expected as it recreates the world position from the depth value and its going to have a error in the calculation. I might be able to polish that up in a future update. Maybe using some filtering with the derivatives.
     
    John-G likes this.
  40. kideternal

    kideternal

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    @scrawk small typo in dropdowns "QUATER" instead of "QUARTER".
     
    scrawk likes this.
  41. moure

    moure

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    As others suggested, pls add a better splash image on the store front. The current one is like you are selling an underwater effect! Also in the description add links to
    1. The current forum thread
    2. A standalone build (a web one is usually better)
    3. The documentation
    I always look for these when browsing the asset store. Also some images with huge waves! Its one of your plugins best features :)

    edit: Also a youtube video with the plugin in action
     
    hopeful likes this.
  42. scrawk

    scrawk

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    Thanks. Some good advice. I just added a link to forum and documentation.

    I will be redoing the images in next major update. Im planing on making a special demo island to show of all the features in Ceto but I just had to knock some images up quickly overwise I would never get it done.
     
  43. moure

    moure

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    Also here is a suggestion for a poster/logo look. Feel free to use it if you want.
    I know that some programmers feel realy bored to do these things :D
     

    Attached Files:

    clickmatch and sloopidoopi like this.
  44. scrawk

    scrawk

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    I did have something planned for a logo and wanted to design it myself but thats really good and I dont think I could come up with anything better than that. Its even the same color tones I was thinking.

    Just a note to anyone who plans on buying Ceto.

    If you have any of the project files from my blog in your project you may get a namespace conflict. Ceto is in its own namespace but some of the older versions of projects from my blog are not.

    You will likely get a error about the RTUtility script missing certain functions.

    You will need to rename or remove the other files.
     
  45. clickmatch

    clickmatch

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    Played around a bit and I'm having an issue underwater with the standard assets 1st person when looking down. I changed the near clip to 0.1 but that only made it a jagged circle.

     
  46. scrawk

    scrawk

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    I think I know what that is.

    Does the capsule on the first person camera have a mesh renderer on it?

    If so its the capsule being rendered into the ocean depth buffer so it thinks that area is not underwater.

    To fix it there are 3 options.

    - Disable the mesh renderer on the capsule. The easiest option and I presume it doesnt matter if the capsule is rendered anyway.

    - Go to the underwater script on the ocean prefab and deselect what ever layer the capsule is on from the depth mask.
    Its probably on the default layer. You may need to put it on its own layer so you can just deselect it.

    - Change the depth mode on under water script to USE_DEPTH_BUFFER. This can only be done if the transparent materials are being used (they are by default). This mode is recommend anyway as it much faster. Im think this wont have that issue but not 100% sure.
     
  47. clickmatch

    clickmatch

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    There's no mesh renderer on it, it's the default 1st person from standard assets. I had added the player to his own layer and I did remove it from the ocean's underwater mask. Also tried both buffers and it's still there.
     
  48. AdamGoodrich

    AdamGoodrich

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    Congrats on the launch :)
     
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  49. clickmatch

    clickmatch

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    Ok, next one... I started working out a buoyancy of my own, based on emptys on an object. The idea is to have a center pivot which keeps the object centered, and then work out angles based on the port and starboard (x) and bow and stern (z). So I added a script just to get it's position, and it was slowly sinking to the bottom. For example, one wave would go by and it would top out at 14 and bottom out at nine. Next wave it would drop a half to a full unit, then each time slowly sink. After a few mins, it was in the negative numbers and my object was almost at the terrain I had underwater.

    Here's what I was using:

    void FixedUpdate () {
    p = buoyCenter.transform.position;
    float h = Ocean.Instance.QueryWaves(p.x, p.z);
    transform.position = new Vector3(p.x, h, p.z);
    }
     
  50. Tethys

    Tethys

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    This asset looks so AMAZING! With that said, at $80 we don't want to purchase it unless we know it will work with our setup. As mentioned we are using Terrain Engine to generate our smooth voxel world. It uses the default Unity Water4Advanced setup and creates a water volume based on those settings. I have seen mention about this asset being able to create oceans from a tile grid method. Is this similar to how Unity Water4Advanced works?