Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more..
    Dismiss Notice
  3. Dismiss Notice

PlayWay Water - high quality water system

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

  1. 8bitgoose

    8bitgoose

    Joined:
    Dec 28, 2014
    Posts:
    449
    Fair enough, I think it looks fine. Unfortunately Playway doesn't work past about 2017, so even if you had the code, it would need someone smart to fix it.
     
  2. jashan

    jashan

    Joined:
    Mar 9, 2007
    Posts:
    3,306
    Actually, I think Crest looks pretty awesome. I really loved PlayWay Water - but when we replaced PlayWay Water with Crest, it was an improvement both in terms of performance and visual quality.
     
  3. veddycent

    veddycent

    Joined:
    Jul 22, 2013
    Posts:
    106
    Ceto was made available for free (obvs hasn't been updated for a while):
    https://github.com/Scrawk/Ceto

    No other sea asset has come close to it...
     
  4. 8bitgoose

    8bitgoose

    Joined:
    Dec 28, 2014
    Posts:
    449
    Ceto is great, but Crest is under active development. It has a pretty active Discord.
     
  5. iddqd

    iddqd

    Joined:
    Apr 14, 2012
    Posts:
    500
  6. ftejada

    ftejada

    Joined:
    Jul 1, 2015
    Posts:
    695
    Vincent454 likes this.
  7. nubdev

    nubdev

    Joined:
    Mar 30, 2013
    Posts:
    85
    I have moved onto using Crest because it seems like a decent enough replacement. I bought Playway and then UWS but am yet to find anything that matches PlayWay Water's submerged + water exit screen effects. I have been trying to isolate the logic but it seems way beyond my abilities, so far as I understand its a combination of "PrepareToRender()" from WaterCamera.cs with WaterDropsIME, UnderwaterIME and IWaterImageEffect.cs. I want to be able to adapt it to Crest, does anyone have any direction or experience in adapting screen effects to another mesh based water system? Alternatively, is the creator of PlayWay water still active on these forums and able to either help or offer an update that will work on updated Unity versions, as PlayWay does not render in real time anymore? Thanks to anyone that can assist
     
  8. Recon03

    Recon03

    Joined:
    Aug 5, 2013
    Posts:
    839



    I use Unity and Unreal for years, a lot of the times, I look at Unreal, and use this as a guide on how to make certain effects..... The issue with Unity most assets, end up, not being supported, I recommend to take the time to learn this your self.... Use Unreal as a guide on how to...

    for anything really.
     
  9. olavrv

    olavrv

    Joined:
    May 26, 2015
    Posts:
    502
    Crest is the way to go!
     
    Bartolomeus755 likes this.
  10. nubdev

    nubdev

    Joined:
    Mar 30, 2013
    Posts:
    85
    Thanks I've been meaning to port myself over to Unreal but am waiting on a clean slate before doing so, ie finishing existing projects.
     
    Recon03 likes this.
  11. Recon03

    Recon03

    Joined:
    Aug 5, 2013
    Posts:
    839

    Ya, what i'm saying you can use the same or similiar techniques in Unity. This can help you in Unity to, by looking at tech from other game engines, I have for years. So, give that a look, to help you understand how it works and to build your own solution is what I mean as well.
     
  12. nubdev

    nubdev

    Joined:
    Mar 30, 2013
    Posts:
    85
    Yeah I watched the video and I either missed what I needed or it isnt there, but thanks for pointing out that the technique exists to use Unreal tutorials to understand general techniques.



    Above is the feature I am trying to port from PlayWay water, with little success but I have made some progress, is the water droplet shader that is tied 1:1 to the wave geometry. When the camera goes under then exits a wave, blurred and light refracting water droplet shader is called onto the screen at the exact level of the wave, leaving the water droplet effect that quickly dissipates. This was hands down the best and most unique feature of PlayWay water and added to the immersion immeasurably. I figure if I can swap the PlayWay water mesh input for the Crest water geometry input it should work as intended.

    I have had trouble finding how to display post process / shaders based solely when the camera is "within" or "under" a mesh, if anyone knows of tutorials or keywords to search for that it would be appreciated greatly.

    Thanks again.
     
    Last edited: May 4, 2021
    ftejada likes this.
  13. Recon03

    Recon03

    Joined:
    Aug 5, 2013
    Posts:
    839
    No, techniques are the same period...for any game engine..... just like when we use in house engines from AAA, AA companies we don't have tutorials for everything.....TECHNIQUES are the same... I been using different engines for over 3 decades....


    You shouldn't rely or need a tut for everything you do, learn now the technique works and make it your self... if you watch that you can learn from it and make it your self, like many others who I taught, or worked with.. ( if you actually took the time to learn it.)

    PS:
    tear down play water to bear bone and make the aspects that you are having issues with your self... (trying to piece together someone else junk, is not always easy to do...

    You are trying to piece together other people assets, you won't have much success, if you don't understand how the systems work at all....



    https://lindenreid.wordpress.com/2018/02/05/camera-shaders-unity/


    if you are trying to work with PP with camera views.... https://lindenreid.wordpress.com/2018/02/05/camera-shaders-unity/
     
    Last edited: May 5, 2021
  14. nubdev

    nubdev

    Joined:
    Mar 30, 2013
    Posts:
    85
    I was able to port the feature into crest, its not perfect (no alignment per pixel with wave geometry yet) but it works for what I need it. I am not really looking to write shaders and whatnot at this moment, I don't need to know how to do everything if I can use existing solutions that would exceed my current ability to speed up development. I don't rely on tutorials much at all anymore, but if there is something I have not learned about yet they certainly help.
     
    ftejada likes this.