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Water+ (for Unity Free and Mobile)

Discussion in 'Assets and Asset Store' started by ilya_ca, Feb 8, 2013.

  1. ilya_ca

    ilya_ca

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    The system uses System.IO namespace to have direct access to the files which isn't available in the mobile platforms (this is editor only though, but still won't work in anything but standalone). I'm working on a workaround and will let you know once it's done.
     
  2. ilya_ca

    ilya_ca

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    I've updated the shader in demo, it should be fixed by now. Please let me know if you're still facing issues.
     
  3. sjm-tech

    sjm-tech

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    Now works perfectly! Very nice water system!
    Max
     
  4. ilya_ca

    ilya_ca

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    Good to hear that! Let me know if you have any questions.
     
  5. ilya_ca

    ilya_ca

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    This have been fixed in the latest version. Let me know if still facing any issues.
     
  6. mattSydney

    mattSydney

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    Hi Any tips for performance on iPad 3 ? I get 17-24 fps using the mobile fast shader and 60 with your water removed

    thanks
     
  7. ilya_ca

    ilya_ca

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    Hi, as far as I know iPad 3 has the resolution of 2,048 x 1,536 (which has 4 times more pixels, than iPad 2). iPad 3's GPU cannot handle that many pixels at anything other than basic shaders. And that's also the reason why Apple all of a sudden released iPad 4 with an improved GPU. This is actually the same problem as with iPhone 4 (poor gpu, but 4 times more pixels than its predecessor).

    The best solution for iPad 3 (as well as iPhone 4) would be to go to Unity's build settings and set the resolution to a lower value (1024x768). This should theoretically give you x4 times performance gain.

    Please let me know if you have any more questions!
     
  8. inglipX

    inglipX

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    I would like a refund for this asset. I just purchased it and i am unable to use the water. It is completely horrible. Only the given scene has the water. I've tried dragging the Water Surface into my scene but it white completely. No water. I would like a refund please.
     
  9. ronan-thibaudau

    ronan-thibaudau

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    You're definately doing something wrong, if the demo scene works then the shader works on your computer, so you've got to be missing a step there
     
  10. inglipX

    inglipX

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    i would still like a refund
     
  11. ronan-thibaudau

    ronan-thibaudau

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    I'm not the asset maker (just to be clear), but it's unreasonable imho to ask for a refund for something that obviously works, instead of asking for support (or reading the doc if you didn't).
     
  12. inglipX

    inglipX

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    I am unhappy with the water
     
  13. ilya_ca

    ilya_ca

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    Hi, thanks for giving Water+ a try.
    I've been working on Water+ for 3 months straight to make it as perfect as possible. I'm sure that I can help you in solving this issue. Have you followed all of the steps in the documentation? Have you baked the water maps? I would be happy to assist you if you're willing to give it a try.

    Please drag the water surface prefab into the scene; open the tool from Window/Water+; drag the WaterSurface into the "water surface" field of the editor tool; and press "Bake water maps" button. It should fix your issues. If it doesn't please let me know.

    If you still want a refund, please contact unity directly at assetstore@unity3d.com, they're responsible for handling the refunds.
     
    Last edited: May 12, 2013
  14. landon912

    landon912

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    Really dude? This is just absurd. Because you are too lazy to read the documentation you want a refund? You probably copied the source and now want to get your money back so it's free.
     
  15. Alienmadness

    Alienmadness

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    error: IndexOutOfRangeException: Array index is out of range.
    WaterPlusEditorInternal.WaterPlusBaker.BuildDepthMapAndMask (Int32 _width, Int32 _height, UnityEngine.GameObject _waterGameObject)
    WaterPlusEditorInternal.WaterPlusBaker.BuildWaterMapWrapper ()

    Seems I am able to update lightmaps and it builds the cubemap, but doesnt really ever finish baking and these errors generate forever, until I close the WaterPlus plug-in.

    Am I doing something wrong. (probably). suggestions?

    I am not using the island demo, but have a river mesh I would like to apply water+ too.

    added note: added the plane that comes with water+ and used it for a lake, everything seemed to bake fine, no error like above, but it seems the water is not moving, although when i zoom in, it looks like it might be moving, but it's super small. (read instructions, fixed this last part)

    Thanks
     
    Last edited: May 26, 2013
  16. ilya_ca

    ilya_ca

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    Hi, I would be glad to help you out!

    To change the scale of the waves, try decreasing the tiling of Main Texture of water's material (in both x and y axes).

    As for the first error, it would help me a lot if you could send me a demo scene as a unity package (if possible) to fix the issue. Please send it to goldenzebrasoftware@gmail.com
     
  17. CBaekdorf

    CBaekdorf

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    Hi

    Is Water+ compatible with Direct X 11 desktop applications?

    When I use it without DX11 enabled it look is great, but when I run it with DX11 it looks ugly. I run it with Unity 4.1.3 and ASUS Radeon HD 7850 graphics card.

    /Christian
     
    Last edited: Jun 3, 2013
  18. ilya_ca

    ilya_ca

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    Hi, can you please send me a few screenshots of what you're getting to goldenzebrasoftware@gmail.com

    Thanks.
     
  19. Artifact-Jesse

    Artifact-Jesse

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    Fantastic work, this shader looks great. Have you managed to get it working with a default Unity terrain? That would be stellar.
     
  20. ilya_ca

    ilya_ca

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    Thansk, in fact it should be working without any issues with the default Unity terrain. Are you facing some issues?
     
  21. bariscigal

    bariscigal

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    Hello, bought the asset and tinkered a bit.


    I haven't seen anyone with my problem so i believe it is something i am doing wrong.
    Please take a look at the screen shot in the attachment. The thing is when i enter the run-time mode, my sky box gets tinted with a dark color. Sometimes it is brown and sometimes a dark blue.

    I don't know what other info i should give regarding the issue. But i am working on a Mac Book Pro MD103.

    What i am doing is :
    First : I tried getting the water surface directly to my scene. It gives this error.
    Second : I tried opening the example scene (which shows the skybox in brown tint ) create prefab of water plane and import that prefab in to my scene.
    Third: I tried creating a plane. Assigning water plus shader and water plus script to the plane.
    they all shows the same brown tint on skybox.



    $mixed.jpg
     
  22. ilya_ca

    ilya_ca

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    Hi, this problem is actually a Unity skybox bug and is not related to Water+. If you do a quick google search, you can see that other people are also facing this issue: https://www.google.com/search?q=unity3d+dark+skybox

    I've also encountered this issue before so I might help you out. Try doing the following and see which one might help:
    1. Reimport the skybox material and its textures. Remove all of the textures from the skybox material and add them again. Reapply the skybox material.
    2. Switch build platforms and see if the problem persists.
    3. Try playing with project's quality settings.
    4. Reimport the whole project, maybe try restarting your computer.

    Let me know if this helped you.

     
    Last edited: Jun 16, 2013
  23. bariscigal

    bariscigal

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    Thanks for your help.
    I have tried the ones except the platform change(it takes too long) I can't believe a bug like that persists for this long.

    But as i see the problem is directly linked to water+.
    When i delete the water+ plane, the problem goes away.
    When i re-import, undo delete, test the water+ scene with the water+ plane, the problem shows up again.

    PS: I will try removing CUDA drivers from the mac.meanwhile it would be great to hear for any other ideas.

    UPDATE : Haven't removed Cuda. But i discovered when i change the refraction texture in water+ Mobile shader, the tint color on sky box changes.
     
    Last edited: Jun 18, 2013
  24. ilya_ca

    ilya_ca

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    This is really strange indeed.

    Have you tried using a standard unity's plane and applying Water+ material onto it?
     
  25. Deleted User

    Deleted User

    Guest

    Loving the pugin so far. By far one of the best water plugs.
    Just ran into a snag Updating light map. it just keeps telling me "UpdateLight maps has stopped working"
    Could it be that Im not using a terrain? Im using geo that is penetrating the water.

    Thanks
     
  26. ilya_ca

    ilya_ca

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    The lightmap updater should be working fine with any type of geometry, it doesn't have to be a terrain. Are you on windows or on a mac?
    To help me better understand the issue, please send me a unity project for testing (by selecting all of the required assets, right clicking and "export package"). You may upload the project to a file hosting service, like dropbox. Send me the link to goldenzebrasoftware@gmail.com

    Thanks.
     
  27. yuewahchan

    yuewahchan

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    It would be a post several month ago, Is It possible to work on Water+ ?
     
  28. ilya_ca

    ilya_ca

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    Hi, actually I have no idea on how to implement this feature. It does look very nice indeed, but it doesn't worth the effort to spend maybe a month to add just this feature.
    However I have a few nice ideas and in the future I might add a few other nice features, like DX11 tessellation. Let me know if you have any other suggestions.
     
  29. gfxguru

    gfxguru

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    i am trying to do a cartoonish water , with a texture, with all other things of a water,ie, reflection wavemovement etc. I found maintexture has no effect on water surface but only its tiling has. How can i have a texture on top,with transparency???

    Your water is soooo great and blazing fast on mobile. I was not thinking this much was possible on mobile shader...
     
  30. ilya_ca

    ilya_ca

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    Hi, thanks for your feedback!

    mainTexture is being used only in a fallback shader on older hardware that cannot run the normal versions of Water+. Please contact me at goldenzebrasoftware@gmail.com and I'll do my best to come up with a custom shader for you. Please send me the texture you'd like to use as an overlay.
     
  31. gfxguru

    gfxguru

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    Thank you very much...

    I will contact you as we finalize the scene and its textures.
     
  32. gfxguru

    gfxguru

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    How much is the performance difference bettween Mobile and mobile fast shaders?

    Is it good for ios targetting iphone4 up?
     
  33. ilya_ca

    ilya_ca

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    There's not much difference between the shaders. The only difference is that "mobile fast" is opaque. Honestly I haven't noticed much difference, but the normal mobile shader simply looks much better.
    I've done a lot of testing on iPhone 4 and it's working nicely. The only thing is that you will have to lower the Unity Player resolution to 320x480, since its GPU is pretty low-end and it's unable to handle 4x more pixels of the retina display.

    Let me know if you have any further questions.
     
  34. gfxguru

    gfxguru

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    at high angles the reflection is lost, how can we have the reflection and waters wavy took at, say 80 degrees
     
  35. ilya_ca

    ilya_ca

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    Hi,

    Can you please send me a few screenshots of the issue to goldenzebrasoftware@gmail.com
    I will take a look at the issue and will let you know.

    Thanks.
     
  36. anmaster

    anmaster

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    Your water is quite impressive. I am wondering that it works well on Android devices without any issue ?

    In additional, do you sell it via Paypal with cheaper price as another Unity dev ?

    Please give me your email. I will contact to you to purchase directly if possible.
     
  37. ilya_ca

    ilya_ca

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    Hi, this entirely depends on the hardware, however the system works perfectly on iPhone 4. I haven't received any complains so far, so I guess it should be working nicely on Android.

    Unfortunately due to Unity's policy I'm unable to sell assets cheaper than their asset store price.
     
  38. anmaster

    anmaster

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    I know that Unity's policy could not allow you to sell it outside Unity asset store.
    However, I see many Unity devs also sell their packages via Paypal. This is simple.

    I send money to you and then you send to me package via email. So you don't have to pay commission to Unity.

    Hopefully you know what I mean.
     
  39. ilya_ca

    ilya_ca

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    Sorry, but I'm not going to violate the agreement with Unity. Please make a purchase via Asset Store.

    Thanks.
     
  40. anmaster

    anmaster

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    OK. I'll buy it via asset store.

    I have a question. Does your water really support reflection and refraction as Water Pro of Unity ?
    In your demo, I don't see the reflection of trees in the water. I guess that you turn reflection off, is that right ?
     
  41. ilya_ca

    ilya_ca

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    Unfortunately the current version is optimized for Unity Free and Mobile and thus doesn't support pro features like reflection and refraction. I might add them in the future though. Let me know if you have any further questions.
     
  42. anmaster

    anmaster

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    "An advanced water system for Unity Free and Mobile, that actually looks better than Unity's Pro water. It has reflections, refractions, fast anisotropic specularity, and animated caustics."

    So what do you mean by reflections and refractions above ?
     
  43. ilya_ca

    ilya_ca

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    It supports cubemap reflections and a single-texture (e.g. sand) refraction. This is stated in the features ("Refractions without the use of RenderTexture that work in Unity Free" "Cubemap reflections"). This is the only way to make things work on Unity Free. However I may start working on a Pro version soon enough, so stay tuned.
     
  44. metaleap

    metaleap

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    Yes, it should actually be on par with Unity Pro water feature-wise I think, just with your own improvements and better performance on top.

    Use-case: I wanna use your "mobile-fast" or "mobile" shaders with the current "cheap tricks" reflection+refraction for current-gen users. At the same time, my users with ca. 2015 phones or ca. 2014 tablets or ca. 2013 ultrabooks should be able to bump the game's overall quality level to "Ultra" if/when their machine can handle it and then get full-blown render-texture powered reflections and refractions (like in Unity Pro), without my code having to swap "Water+" water for "Unity Pro" water...

    Will buy once you get there, keep us updated ;) looking very good indeed!

    Also what gfxguru wrote: "at high angles the reflection is lost, how can we have the reflection and waters wavy took at, say 80 degrees" --- you asked for screenshots, but I think you can see this in your webplayer if you walk up the hills. Specular looks fine but otherwise it looks like a glass pane much more than "water" at that altitude. Not sure if tweaking normals would be enough here depending on altitude? But if so, then your webplayer should do so as well :)
     
  45. Kay20000

    Kay20000

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    Hello,

    Thank you for publishing this great plugin.

    I'm creating an fishing game with water+.
    How can I make under water substances to be visible? such rocks that I added to under water.
     
  46. cl-apps

    cl-apps

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    Hi there, bought this yesterday after spotting it on the Asset Sore. Very nice look and great performance. However, I was wondering if there was a way to make this with Time of Day - Dynamic Sky Dome (https://www.assetstore.unity3d.com/#/content/7316). Because it isn't a skybox the water comes out very bright, almost white and doesn't look good.

    Both playing together would make for a very high performance / dynamic environment for mobile.

    Also, will the lightmap issue on Mac be fixed anytime soon?
     
  47. staalc05

    staalc05

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    Hi there,

    I used to work with Water+ on my project, but after I updated to Unity4.2 it doesn't work anymore! All I see is a plane with the fallback texture. Could you have a look into this issue? Thanks alot.

    Best Regards,

    Alex
     
  48. staalc05

    staalc05

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    Well, I did not receive any answer, which will reduce my rating of your asset...
    Nevertheless, It all works fine again under Unity 4.2.1.
     
  49. AdamGoodrich

    AdamGoodrich

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    I am having issues with this on OSX in latest Unity Pro. The low draw calls are what attracted me to it.

    I followed the document provided - have a water plane - have baked light maps - and then attempt to run the mono command in the terminal as directed when you click 1. Update Lightmaps...

    First time it failed to find mono - so i installed the latest mono...

    Then when running the command i get the following:

    dams-MacBook-Pro:~ adam$ mono '/Users/adam/Development/Unity/Sanctuary3/Assets/WaterPlus/LMBaker/Mac/LightmapUpdater.exe' '/Users/adam/Development/Unity/Sanctuary3/Assets/WaterPlus/lightmapBake.xml'


    Unhandled Exception:
    System.DllNotFoundException: /opt/local/lib/libIL.dylib
    at (wrapper managed-to-native) Tao.DevIl.Il:ilGetInteger (int)
    at LightmapUpdater.LightmapUpdater.IsImageLibAvailable () [0x00000] in <filename unknown>:0
    at LightmapUpdater.MainClass.Main (System.String[] args) [0x00000] in <filename unknown>:0
    [ERROR] FATAL UNHANDLED EXCEPTION: System.DllNotFoundException: /opt/local/lib/libIL.dylib
    at (wrapper managed-to-native) Tao.DevIl.Il:ilGetInteger (int)
    at LightmapUpdater.LightmapUpdater.IsImageLibAvailable () [0x00000] in <filename unknown>:0
    at LightmapUpdater.MainClass.Main (System.String[] args) [0x00000] in <filename unknown>:0
    Adams-MacBook-Pro:~ adam$

    Any suggestions appreciated.

    Cheers,
    Adam.
     
  50. AdamGoodrich

    AdamGoodrich

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    Also - as per cl-apps, i want to run it with Time Of Day.