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Post by tharindu on Oct 1, 2017 17:40:38 GMT
foggierfour , as it has been stated on here already, there really is no need for a tutorial video on this addon, even for a beginner. For your run problem it is something you did with the import settings, easiest fix is to delete the invector folder from your project and reimport it, then reimport the swimming addon. Make sure that your water tag is the same as the tag on the simming addon component, and that your water has a box collider(set to trigger) around it and you are all set. As for Suimono water, let me know how that works out for you? We tried it and it dropped our frames by 60fps, which is unacceptable for just water (haven't tried with our new computer yet though, previous was with an amd-8370 8core and gtx 1060 6gb graphics card), Aquas does not drop the frames anywhere near as much and looks better overall in our opinion, the downside is that it does not have the interactions with the water like Suimono has. To be honest even Aquas has a poopy side to its water. A new water/river plugin is coming from a friend. You'll see it when it launches. Fucking amazing No underwater caustics etc as such. but it's amazing in its own way
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Post by foggierfour on Oct 10, 2017 4:39:40 GMT
I tested the Suimono at the weekend. In the vicinity of water the Framerate breaks down to 45 fps, in individual cases even to 40. Otherwise the Framrate is at 55 fps. A new system for rivers would be great. Otherwise, I will look at Aquas again. Do you have to face the same problem with weather and day / night systems? Enviro looks interesting.
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Post by tharindu on Oct 10, 2017 6:16:26 GMT
Enviro is by far the best looking and the best valued weather asset I've come across. Not to mention one click integration with gaia and some fixes for compatibility with aquas. Aquas also breaks framerates to be honest. If you don't mind spending big bucks, ultimate water system is the best alternative out there.
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Post by jrackley on Oct 10, 2017 12:22:55 GMT
I completely agree with tharindu, we use Enviro as well and it is hands down the best(we own all of them) weather system. It is very light on frames and looks amazing, not to mention it adds tesselation. As for water no matter what I believe you will take a frame hit for sure, it is one of the most taxing things you can use, especially if you have it reflecting the terrain and objects. Our scenes are extremely detailed so we take a major hit no matter what, but aquas seems to be the best for us, only dropping by like 20 fps.
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Post by jrackley on Oct 10, 2017 12:26:50 GMT
tharindu, is the new river system that you mentioned anything like the one for Unreal? If so I would be blown away for sure! Unity desperately needs something like that one.
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Post by steak on Oct 10, 2017 12:43:56 GMT
man... that does look impressive. It's like easyroads3d for rivers.
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Post by Invector on Oct 17, 2017 18:48:51 GMT
Sorry about the delay lol, but here it goes:
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Post by kuroigames on Oct 20, 2017 18:04:30 GMT
I've been having trouble getting my character to dive. They will swim swim up when I press space bar but won't dive when I hit shift. Anyone else having trouble like this?
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Post by tharindu on Nov 5, 2017 5:20:30 GMT
tharindu, is the new river system that you mentioned anything like the one for Unreal? If so I would be blown away for sure! Unity desperately needs something like that one. Hey a friend of mine is developing a river asset. Will be available soon. I'll let you know when we have something that can be presented. Trust me, worth the wait.
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Post by jrackley on Nov 5, 2017 16:07:01 GMT
tharindu Just saw that River Auto Material is out now and available for Unity on the store, so we picked it up and and is badass to say the least! Looking forward to seeing what else may be coming!
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Post by resdin on Nov 8, 2017 8:32:06 GMT
Do procedural ocean systems work.
A: No, the ocean requires a tag "water", and a trigger which defines the depth.
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Post by mcarney90 on Nov 13, 2017 16:37:30 GMT
I've been having trouble getting my character to dive. They will swim swim up when I press space bar but won't dive when I hit shift. Anyone else having trouble like this? I have. I haven't really taken a look at the script yet, just messed around with the values in the inspector. From the surface, my player will only dive down a very little bit. I've messed with the height offset but that hasn't really seemed to change the fact that I can only dive down a a very very short distance
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Post by Legion on Dec 11, 2017 14:58:35 GMT
How difficult is it to add the animator.SetFloat ("InputHorizontal") to this addon?
We've edited the animator controller to be able to swim in several directions (2D Freeform Cartesian), but the scripting part doesn't work.
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Post by Invector on Dec 11, 2017 16:05:11 GMT
How difficult is it to add the animator.SetFloat ("InputHorizontal") to this addon? We've edited the animator controller to be able to swim in several directions (2D Freeform Cartesian), but the scripting part doesn't work. Hmm we design the swimming to move using the free locomotion, but you can call the strafeMovement int he SwimmingBehaviour method and see if it works
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Post by Legion on Dec 11, 2017 19:31:36 GMT
How difficult is it to add the animator.SetFloat ("InputHorizontal") to this addon? We've edited the animator controller to be able to swim in several directions (2D Freeform Cartesian), but the scripting part doesn't work. Hmm we design the swimming to move using the free locomotion, but you can call the strafeMovement int he SwimmingBehaviour method and see if it works At this moment the character can advance forward and to the right in strafe mode
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