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PlayWay Water - high quality water system

Discussion in 'Assets and Asset Store' started by zuzzu, Oct 9, 2015.

  1. zuzzu

    zuzzu

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    I've managed to implement nice bow and stern waves. They should satisfy everyone. I will introduce them at the beginning of February in the next beta release.

    I'm preparing the 2.0 branch to be released as stable. I'm removing unsuccessful experiments and work on final implementations of everything.

    This functionality is restricted to the beta releases for the time being.

    I will publish it soon on a different host. Sorry about that ;)

    I think that Chucky and Sub Vol may be the cause. They don't have a Rigidbody and thus are used by the boat as a part of its collider. Try to add a Rigidbody to them, set their mass to 0.001 and set them to be kinematic.

    There seems to be a way to do this without raymarching. I'm working on this.

    I'm not sure how far I can go with caustics in forward render mode. It would require to use a custom shader on each affected object (to get a correct look) or it would work by simple brightening of affected pixels. I will give it a try.
     
  2. Bartolomeus755

    Bartolomeus755

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    Wow...awesome news. I really need the bow and stern waves for my boat simulator project. The current beta works great for me with Unity 5.5.
     
  3. Voodoo_ZA

    Voodoo_ZA

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    Gees Zuzzu your a machine!! I can't wait till I have saved up enough to purchase playwater!! I have tested most of the ocean and water systems on unity and man yours is by far the most impressive!! Thx for all the hard work!
     
  4. SanityIsOverrated

    SanityIsOverrated

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    Hi zuzzu,

    That would be an awesome feature to have for our project! You're doing an amazing job with this asset. I'll keep my fingers crossed for this.

    Best,
    Marcel
     
  5. IronDuke

    IronDuke

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    Zuzzu, you have seriously impressed me. I was on the edge about whether to get PlayWay when my budget permits, but bow and stern waves plus awesome caustics in the works has swung me.:D I need a bloody good ocean system for a project that's coming up, and I think yours is great!
    Keep up the good work!

    --IronDuke
     
  6. Ikarus76

    Ikarus76

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    Hi,
    I'm interested in this water system. Is it now possible to make rivers too? I read the first posts from a some years ago, where it was planned as a feature. But in the later posts the possibility of rivers was not mentioned.
    Regards,
    Michael
     
  7. oliran

    oliran

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    Sep 29, 2015
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    Hi,

    My PC game runs fine in editor (Unity 5.5), but the water looks very flat when game is built. Game is is linear space and is VR.

    I checked the logs and saw this:

    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Standard' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Standard' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Standard' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT' - All passes removed


    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _INCLUDE_SLOPE_VARIANCE _NORMALMAP _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _INCLUDE_SLOPE_VARIANCE _NORMALMAP _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _INCLUDE_SLOPE_VARIANCE _NORMALMAP _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT' - All passes removed
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _INCLUDE_SLOPE_VARIANCE _NORMALMAP _WATER_REFRACTION _WAVES_FFT' - Pass 'FORWARD' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _INCLUDE_SLOPE_VARIANCE _NORMALMAP _WATER_REFRACTION _WAVES_FFT' - Pass 'SHADOWCASTER' has no vertex shader
    WARNING: Shader Unsupported: 'PlayWay Water/Variations/Water _ALPHABLEND_ON _INCLUDE_SLOPE_VARIANCE _NORMALMAP _WATER_REFRACTION _WAVES_FFT' - All passes removed

    How can I fix this? Thanks!

    Edit: I tried to check Force Pixel Shader, but still get same result...

    om
     
    Last edited: Jan 16, 2017
  8. sadicus

    sadicus

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    Not sure the correct term but I'd like to measure the camera in + - Y in meters. Example: Diving under water HUD shows how many meters under water.
    also I'd like to test the beta with caustics. Cheers!
     
    grantiki likes this.
  9. DCrosby

    DCrosby

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    Jan 13, 2013
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    I originally Implemented PlayWay Water in 4.3 and abandoned the project because of other priorities, now I'm back to picking it up and I've noticed quite a few changes as to how things are implemented. Mostly for the better.

    But I had a system where I could detect if something was in the water or out, and it relied on messages, back then I implemented Water Volume, I think to help with that, but it's been a while and I don't recall, plus Water Volume on an ocean brought everything to a crawl.

    This was important though for the screws on my ship. Is there a code snippet that would do that ? I looked at WaterSpray.cs for inspiration, since I figured an object entering the water would have to listen to some kind of event, but no luck, or I don't understand where that is, since most of that has to do with wave states and where to spawn the particles.

    Also I found that if you add SteamVR to the project (5.5+) the whole mess crashes no matter what you do, something fails, and it makes the project un-recoverable. I had to start from a backup copy. Even if you just use an empty scene with a skybox, and a camera (non-vr) it crashes.
     
  10. Fenris2

    Fenris2

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    Aug 25, 2014
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    I don't have playway yet. But if it has a wave height query which it looks to... Then get that directly over your camera's position, subtract (or add as appropriate) your camera pos, and then adjust the result for your chosen scale?
     
  11. sadicus

    sadicus

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    @Fenris Thanks for the idea! I don't code, so I would need an asset store script or copy/paste code.

    Unity 5.5 + PlayWay Water + UniStorm
    Is there / will there be a script that will link to the PlayWay Water system? (Like the script for CETO)
    So the storm also makes the waves stormy.
     
  12. oliran

    oliran

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    Sep 29, 2015
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    public Transform waterTransform; // drag water here in inspector
    public Transform cameraTransform; // drag main camera here in inspector

    void Update() {
    float heightDifference = cameraTransform.position.y - waterTransform.position.y;
    Debug.Log("Height is " + heightDifference"); // will output the height to the console. Negative height is under water.
    }
     
  13. ealbuquerque

    ealbuquerque

    Joined:
    Jan 18, 2017
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    Hi

    I'm working in a project that requires wave simulation with high graphics quality. I need to know:

    1) Does this asset support custom waves? I have a simulator that returns the wave height given an (x,y) position and a specific time. Can I specify the wave height in each point or mofdify the mesh vetices myself?

    2) Does it run on Linux?

    Thanks

    Eduardo Rizzo de Albuquerque
     
    Last edited: Jan 18, 2017
    ftejada likes this.
  14. ozgesamanci

    ozgesamanci

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    Jan 20, 2017
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    Hello,

    I'm interested in purchasing this asset, but I'd like to try the demo first. The links to the demo on the asset store page are broken (they all go to a Google Drive 404 error page). Is there a way for me to get a working demo link?

    Thank you.
     
  15. zuzzu

    zuzzu

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    Feb 2, 2013
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    Internet connection in my area is being modernized for a few days. I will respond to all messages after it gets sorted out (probably after weekend).

    Thanks for the understanding.
     
    SanityIsOverrated likes this.
  16. nunoribas

    nunoribas

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    Jan 20, 2017
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    Hi all,

    I'm a beginner developer in some of the Unity concepts, and I'm trying to use this plugin https://www.assetstore.unity3d.com/en/#!/content/53264 to generate a 360 image, but for some reason (probably a basic one) the water is not been rendered in my final image. We are using Unity 5.4.0f3, the pro version.

    Does anyone have a clue/tip? Is this possible?
    Best.
     
  17. grantiki

    grantiki

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    Oct 13, 2014
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    Hello how can i test in GearVR/GalaxyS6? can i test with the Island before buy it? thanks.
     
  18. grantiki

    grantiki

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    Oct 13, 2014
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    I bought the Asset and Island is with out Texture ?? is this ok? i have Ver 1.1.6... is there another newer version with island complete not only the mesh? i was looking to test it with the same island and materials , palms...etv... for Galaxy s6 + GearVR! it will be great to do that... thanks... some times intense use of CPU/GPU warm the S6 so i need to do testing with something to see if it could work for the project that im working on... thats why i was asking to test with full island textures and assets... =)
     
    Last edited: Jan 22, 2017
  19. grantiki

    grantiki

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    Oct 13, 2014
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    I want to do same... Diving under water HUD and show how many meters under water... =) did you solve it ? im new with this asset i bought it yesterday...
     
  20. AndreBengtsson

    AndreBengtsson

    Joined:
    May 6, 2016
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    Hi! Great asset!

    We would like to have ripples around objects that intersect with the water. Do you have any suggestion on how to best achieve this?

    Thanks in advance :)
     
    ftejada likes this.
  21. gobdol49

    gobdol49

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    Mar 23, 2015
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    Hi~ Everyone!

    I used this asset to make the beach.
    I made a 180 degree screen with several displays(with 3 camera).
    But the program has a low frame rate. this program render 5760 * 1080 pixels(using gtx 1070).
    I changed wave rendering resolution, rendering mode, geometry vertices & tesselation and using bake GI... but it was useless.

    How can I optimize this program?
     
  22. JonasPersson

    JonasPersson

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    Aug 14, 2016
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    Hi!
    Im not sure what i did wrong but now i have no shadows under the water,( and they are there when i disable it). Do you know what it might be? Something with rendering orders and the deapth buffer i guess...
     
  23. zuzzu

    zuzzu

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    Feb 2, 2013
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    PlayWay Water 2.0b7 (beta) changelog:

    - Subsurface scattering is now 2-3 times faster and looks better.
    - Isotropic and forward scattering intensity may be set separately.
    - Deferred render mode depth rendering is now a lot faster.
    - Scene shadows may be disabled for planar reflection rendering for extra performance.
    - Water shadowing now works with all render modes introduced in the beta.
    - Caustics and water shadowing is now managed through a single component called LightWaterEffects.
    - VR: Planar reflections are no longer randomly clipped. This was caused by earlier workaround for matrix setter bug in Unity 5.4.0 on VR. That workaround was causing problems on later Unity versions.
    - Fixed depth rendering for some less common platforms.
    - WaterFloat script no longer places objects at (0; 0; 0) in the first frame.
    - Removed some unused shaders.
    - WaterPhysics improved drag turned out to be wrong - some fixes in this release, more are coming. Flow force is fine.
    - Water is now correctly rendered in scene view on all render modes.
    - Minor GPU optimizations.

    I haven't restored DX9 compatibility in this release. Bow and stern waves are there, but without textures and a sample. These are still in production and will be added in the first half of February.

    Does that happen under the water, but when looking from above the water surface? You can probably fix this by disabling water depth rendering.

    Try to set planar reflection resolution very low and decrease tesselation factor. Water tesselation is always proportional to the pixel count on the screen and may be too much for such resolution.

    It's being slowly added in the beta releases of this asset. It's not supported in the stable version for the time being.

    These textures should be inside Samples.unitypackage.

    1) Water simulation is performed on GPU for better performance and quality. There is no way to modify water surface on the CPU side per vertex.

    2) Yes, probably :)

    You can use Water.FindWater static method to check if a point is submerged in some water.

    If you would like to use it for VR I strongly recommend using the latest beta releases. Stable version has some unfixable bugs for VR in some features, most notably depth buffer rendering. I'm not sure about the crashes though. Is there anything unusual in the editor log?
     
    hopeful likes this.
  24. Cheef

    Cheef

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    Jan 1, 2013
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    Hi! I am getting these harsh gradients underwater when I am looking it with HTC vive.
    Capture.PNG I adjusted the exposure a bit, but this is about how I see the water in playmode.
    Also the reflections seem to be a bit off with vive. When I tilt my line of sight above the horizon, reflections just disappear. When tilted below the horizon, they are just perfect.

    Any ideas on how to fix these issues?
     
  25. cdmpants

    cdmpants

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    I was having those same reflection issues, but they seem to be fixed in the beta.
     
  26. Cheef

    Cheef

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    Ok, sounds great! I actually saw zuzzu's previous post mentioning this fix. It is just that I don't have a clue where I might get access to the beta.. I have been trying to contact the developers now since we got this package, but no luck.

    So the next question is: How do I get the beta?
     
  27. Fenris2

    Fenris2

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    from previous posts:
    >>
    Hi, is it possible to get hold of a beta release please?

    Of course, please send me your invoice number through the private messaging system and I will respond with a download link.
    <<
     
  28. ftejada

    ftejada

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    Hi zuzzu!!!

    When is it expected to include the features of shoreLines and be able to create waters with more tropical colors?

    On some previous page of the forum he mentioned that he was working on it. Or so I thought I read

    I have another question that has arisen in the last days ...

    Does Playway Water generate foam on the edges and contours of objects in the water? Something like in this photo below.

    FoamOrilla.jpg

    regards
     
    Flurgle and Orion_Reed like this.
  29. SSL7

    SSL7

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    edit: nvm updated to 1.1.6
     
    Last edited: Jan 28, 2017
  30. Cheef

    Cheef

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    Hey, nice. Thanks, I have totally missed this!
     
  31. zmaxz

    zmaxz

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    Hi !
    I have purchased your asset ,and I would like to get "PlayWay Water 2.0b7"
    How should I do this part?
    Thanks!
     
  32. diccon

    diccon

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    I have been using this package for a while and the visuals are great! Unfortunately I am finding it hard to make good gameplay because the buoyancy is hard to use. Has anyone successfully made a small boat or catamaran that is easy and fun to control on the waves? I find that either it bounces around like crazy and flips out or I increase the drag and then it will barely turn. I notice that the only demo boat is a large galleon, maybe this package is not suited to small agile craft?
     
  33. Obsurveyor

    Obsurveyor

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    Bouyancy is a pretty small part of good boat physics. You should read and implement these two articles: "Water interaction model for boats in video games" part1 part 2
     
  34. diccon

    diccon

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    Thanks for your information, but my question still stands - has anyone managed to implement an agile water craft using this package?
     
  35. CaptainMurphy

    CaptainMurphy

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    'This package' comes with an example of buoyancy that may or may not work for your usage. It also comes with a ton of functions exposed that make building your own solution very easy. There are far too many ways that developers will want to make their objects work to have a one-size-fits-all solution included, since what you really are getting is a great looking water solution, that happens to come with an example of how to implement buoyancy. I would recommend looking at some other buoyancy packages on the asset store if you don't feel like rolling your own. They almost all utilize a simple 'get water height at x/z' that PlayWay connect to easily. Some will use Froude, some will use physics drag, some voxels, others all mathematics and vertices. Too many possibilities to include every variation with the water itself.
     
  36. electric_jesus

    electric_jesus

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    Hi, @zuzzu
    In real world because of the light refraction the same camera would have smaller FOV underwater than it has above water. Is there a way to simulate this effect with Playway Water System when rendering shots with both underwater and above water parts present? Is it possible to apply some custom effects to below / above water cameras?
     
    Last edited: Feb 9, 2017
  37. derkoi

    derkoi

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    Anyone know if we need to contact the developer for every beta version? Already got a link to another version but it's not for the latest version.
     
  38. dziemid

    dziemid

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    Looking for access to Beta as well.
     
  39. elbows

    elbows

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    Once you contact the dev (eg by forum private message/conversation) he can give you a link that will be valid for current and future beta versions so you dont need to contact him every time.
     
  40. derkoi

    derkoi

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    I have a link he gave me but it's only for v2.0b4.5 on OneDrive. I can't see any other versions.
     
  41. iddqd

    iddqd

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    Same here.
     
  42. cdmpants

    cdmpants

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    He sent me a link to 2.0b6 a while ago, no 2.0b7 in sight.
     
  43. CaptainMurphy

    CaptainMurphy

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    I asked for an updated version about a week ago and he sent me the new link with both the current and all future versions links for OneDrive. I would recommend just asking again for the new link.
     
  44. cdmpants

    cdmpants

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    I also sent him a message a week ago (friday). Haven't heard from him.
     
  45. derkoi

    derkoi

    Joined:
    Jul 3, 2012
    Posts:
    2,014
    I did yesterday, still waiting.

    Not good.

    EDIT: Received the link via PM.
     
    Last edited: Feb 2, 2017
  46. zuzzu

    zuzzu

    Joined:
    Feb 2, 2013
    Posts:
    404
    I've sent download links to everybody! :)

    I apologize for the delays. Many people are migrating from the Ceto right now and it's very hard to respond in a reasonable time-frame. I'm doing my best though.

    Development is going very well. The next release should bring textures and examples for the bow and stern waves functionality, more GPU optimizations and possibly some new dynamic effects as the new GPU wave particle system turned out to be finally a correct approach to this kind of features.
     
  47. DCrosby

    DCrosby

    Joined:
    Jan 13, 2013
    Posts:
    86
    I have a quick question, if I want to project a line into the water, for like the start and finish line of a race, I was thinking a decal, but most decal systems are material based, so I tried a projector light, with a cookie, but that didn't show up right, and presented odd color transitions where the spotlight faded off. So Any Ideas ? Maybe I can peek at the beta, and see how they do the decals for the shore....
     
  48. Cheef

    Cheef

    Joined:
    Jan 1, 2013
    Posts:
    12
    So I got the link for beta, thanks for that! Now I'm having trouble putting it into my project, or even a new project. I already sent a private message to @zuzzu, but I though if anyone has had problems with this and how to properly import this?

    It is giving me a whole bunch of errors:
    Assets/PlayWay Water/Scripts/Editor/WaterFoamEditor.cs(6,23): error CS0246: The type or namespace name `WaterFoam' could not be found. Are you missing an assembly reference?

    Assets/PlayWay Water/Scripts/Editor/WindWavesEditor.cs(69,16): error CS0030: Cannot convert type `UnityEngine.Object' to `PlayWay.Water.WindWaves'

    Assets/PlayWay Water/Scripts/Editor/WindWavesEditor.cs(65,4): error CS0103: The name `useFoldouts' does not exist in the current context


    I'm afraid breaking my project, so any help would be appreciated!!
     
  49. SSL7

    SSL7

    Joined:
    Mar 23, 2016
    Posts:
    296
    Hello, I have a problem with water when building my game, in unity editor when i play it its all fine, but when i have the build ready no water shown (only when you go really close you just see some shadows). updated to latest version but still didnt fixed it.
     
  50. AshyB

    AshyB

    Joined:
    Aug 9, 2012
    Posts:
    153
    @zuzzu have you got any other demos, specifically of a coast/underwater area. It's pretty clear your waves and surface are awesome, but I can't tell what the shoreline or underwater is like from that galleon demo.
     
    electric_jesus, mrdl2010 and ftejada like this.
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