Great news, I’m working on a Boat Sim. Unfortunately I’m a better 3d artists than a programmer. I really need a good Boat Controller for Unity.
For the buoyancy I use Realistic Water Physics. And currently I use Ceto Ocean but I will switch to PlayWay Water. Can I use the Boat Controller in conjunction with these plugins?
Another questions, can you also add support for submarines?
Essentially a boat is a rigidbody so I assume it should work with any of those water physics. If not, feel free to report any bug here.
About submarine, I just wrote a simple script that submerges boat over time. I’m not going to include it with package but rather post it here once package is approved on Asset Store
Sorry for not updating this thread, many things happend since my last post.
AssetStore review took really long time (around 3 weeks) but BoatController ended up being declined. The reason they stated is because it’s not up to their “standarts”, but I really think it was unfairly declined.
And from now on I will think twice before submitting anything to AssetStore again.
Well that’s too bad, was looking forward for this… can buy from your site though (is there paypal support?)
Anyways, is it possible to make the floating work so that the boat never goes underwater? (kind of hard clamp or something?)
As it seems like it sinks too easily with few bumps… (normal boat wouldn’t go that deep underwater, even if it jumps)
Also, if i want to make the boat flip when drove into a rock, is that possible? (so it would float maybe upside down then after falling)
Yes you can pay using either PayPal or credit card.
About boat going underwater on impact, I will be looking into this issue tomorrow and will try to release an updated version the same day.
And about flipping the boat, it certainly can be flipped if enough force is applied
Also just for the info, once package is purchased, all the updates are free. You can download new version at any time by going to Downloads page on site
Random boat video in youtube, can see in start how it goes over those wave bumps, but hardly sinks at all,
also boats are not so ‘bouncy’ over the water. (even if a person would be jumping inside the boat)
maybe you can add small ramp on the webgl demo to jump, and test how it works (to simulate driving over a wave) ?
btw. Have you considered selling it on those other asset stores?
(cannot remember their names right now, but there are few big ones, maybe more customers there can own custom store)
About other asset stores, I remember there were couple of them (specifically for Unity 3D) however they don’t seem to exist anymore.
Right now there is not much stuff on nsdevstore, however I’m planning to release couple more projects during the next month which will hopefully attract more users
Works fine so far, some ideas if want to add more boat’y features:
Put scripts to their own namespace
if drive fast, then release W key, boat wont turn if press A/D (real boat would turn a bit at least)
could have reverseSpeed variable (usually very slow to drive reverse)
if I have a boat model with Z Forward, would that work? (it seems like example boat has X forward?), maybe it could be enum/option to select forward axis?
Reverse speed: could have adjustable delay before reverse starts running, like in real boat (have to switch into reverse mode)
Collision sounds? (boat scratch on rock, hit sand beach, splash when “jumping” ?)
Fuel amount, usage?
Could have custom inspectors, tooltip or sliders to some values
Speedboat example (would this work in highspeeds, turns)
Well I might give it another try but review times are really long these days (2 - 3 weeks minimum for new packages)
Put scripts to their own namespace
Will consider doing it
if drive fast, then release W key, boat wont turn if press A/D (real boat would turn a bit at least)
I think it depends on the boat. For example, JetSki uses water stream to move so once engine is stopped it wont respond to steering anymore, but I’m going to add it as optional parameter
could have reverseSpeed variable (usually very slow to drive reverse)
Will consider adding variable for reverse speed
if I have a boat model with Z Forward, would that work? (it seems like example boat has X forward?), maybe it could be enum/option to select forward axis?
I dont think that’s an issue since the root object always have the same rotation. Just rotate boat model to match the direction of root
Reverse speed: could have adjustable delay before reverse starts running, like in real boat (have to switch into reverse mode)
Collision sounds? (boat scratch on rock, hit sand beach, splash when “jumping” ?)
Fuel amount, usage?
Will consider adding it
Could have custom inspectors, tooltip or sliders to some values
I don’t think custom inspector is needed in this case as there is not much variables at the moment
Speedboat example (would this work in highspeeds, turns)
It should work, I have tested it and turns are stable enough (unless the speed is in unrealistic ranges)
Instead of using that boat+water-trigger-collider system, could be better to allow just setting water Y height (and then calculate from that if boat needs force to be added), so that would save a few colliders…?
Option to turn engine on/off, it could be some public method in the boatcontroller.
Option to adjust engine volume (maybe just a multiplier slider or float value in inspector?) *or have the audiosource component already in the boat, instead of creating it runtime
Yeah hence the “easy way”, Ive tried with no success.
Just cant find a boat controller for Unity, this seems to be the only asset available and although it works on a flat surface I really need to use wave motion/physics from Playway.
Unfortunately I dont have enough programming skills to accomplish this on my own.
Is this asset still being developed or is this a dead product?