Hi All, pardon me if this question was asked before. Does the Swimming Add-On integrates with Gaia v2 Water ?
I'm using it with Crest and it's working fine. Actually it works even without any water asset. All you really need is the Box collider with IsTrigger, and the object tag/layer.
I've done other testing by just making a regular plane, replacing the mesh collider with a box collider, set IsTrigger, tag=Water, Layer=Triggers, adjust the box collider size so you have some depth to swim in, and it works fine.
I can't see why that won't work with any water asset, or without any water asset. Go swimming in some grass if you want to, or on a concrete street.
With Crest I'm going to try and hook into their dynamic water tile building to add individual swimmable colliders to each tile. And if not, a single huge collider for my ocean is working so far.
The one problem I haven't solved is how to deal with dynamic waves (or any non box-collider shaped water changes), since the player needs to bob up and down on the surface with the rolling waves.
Hi All, pardon me if this question was asked before. Does the Swimming Add-On integrates with Gaia v2 Water ?
I'm using it with Crest and it's working fine. Actually it works even without any water asset. All you really need is the Box collider with IsTrigger, and the object tag/layer.
I've done other testing by just making a regular plane, replacing the mesh collider with a box collider, set IsTrigger, tag=Water, Layer=Triggers, adjust the box collider size so you have some depth to swim in, and it works fine.
I can't see why that won't work with any water asset, or without any water asset. Go swimming in some grass if you want to, or on a concrete street.
With Crest I'm going to try and hook into their dynamic water tile building to add individual swimmable colliders to each tile. And if not, a single huge collider for my ocean is working so far.
The one problem I haven't solved is how to deal with dynamic waves (or any non box-collider shaped water changes), since the player needs to bob up and down on the surface with the rolling waves.
hey Jones I am using crest as well and just got this asset. Have you had any luck with the dynamic waves at all?
Been trying the past week and cant seem to dial in what i need to do. Any help would be appreciated if you start to get dynamic waves to work bbjones.
Haven't looked at it yet. My biggest concern was invector using a box collider to detect the transition into swimming, which obviously won't fit dynamic waves.
Mind if I ask what you've tried so far or where you got stuck?
Thinking of taking from crest and or dynamic water physics 2 how they use their boats. Then either doing away with how the addon finds water or rewriting as needing a box collider is not needed (have looked at other swimming assets they dont use that) So what I have seen so far raycast is an idea.. However... Using a routine to check the sea height (thats how all the boat assets seem to work) thats where this needs to start. I will let you know what we come up with BBjones please do the same
Invector feel like rewriting the swimming add on??!?
Been trying the past week and cant seem to dial in what i need to do. Any help would be appreciated if you start to get dynamic waves to work bbjones.
Haven't looked at it yet. My biggest concern was invector using a box collider to detect the transition into swimming, which obviously won't fit dynamic waves.
Mind if I ask what you've tried so far or where you got stuck?
How about ignore waves portion. Where the main body is and down add a box collider.
What you're saying is to make the controller float with the waves of your water system, that's a whole other thing. You will need to something get the water height value and make the player follow this height