A question

There are some absolutely top tier cannot-live-without assets being produced at the moment, many cross promoting to strengthen with solidarity

So why isnt anyone making an absolute killing fixing the fairly abysmal state of affairs with Unity’s water at the moment. There’s oceans of a sort, sure, but they dont scale down well, my own ocean will do me fine so long as you dont get so close to it you are submerged, its becoming absurd when i was faffing about with the cryengine sdk and they has every aspect nailed from the trickle of a stream to open water and i know too well there are people here capable of approaching this, its a subject that structured well enough would be essential - I was observing stylistic differences between the new killzone’s water and crysis 3’s and wondering why that couldn’t be user authored at all based on, say, velocity if using a grid. I’m completely dumb to all this but it confounds me why someone isnt making a lot of money doing this

I might add im talking water surfaces, not volumes - volumes a different thing entirely but definitely welcomed

You mean like http://forum.unity3d.com/threads/147111-SUIMONO-Customizeable-Water-System-RELEASED ?

No, I own that and am helping with the beta and my own ocean benefits from part of it with the cooperation of its author (very nice man too), however it doesnt cater for quite a few things i would deeply appreciate by now, like 3D wakes and ripples, flow and foam in rivers and wash and splashes based on velocity, nor anything to author waterfalls and similar things. I say that currently, and I dont expect all that to come hand in hand with what is generally more suyitable for large bodies of water, much like water volumes might be handled differently. This is a shortfall of Unity water solutions and it’s becoming annoying