Dynamic Water Physics 2 [Released]

Sorry for missing your post. Does DWP2 work fine in the demo scene for you?
The log above looks as if something went wrong with memory access which hopefully is not some issue with Macs (would not be the first time something like that happened). If possible could you send the scene over to nwhcoding@gmail.com? Probably fastest to debug that way.

Ok, setting my water to y=0 seems to work for both crest and lux. Couldn`t find this in the docs. Anyway it is all working now. Thank you. :slight_smile:

It is most likely that both water assets report a local y value. Will have to add that to the water height in the next update so that different water heights work as well.

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Hi, i have a conflict with another asset that uses the water tag:

[ Realistic FPS Prefab [RELEASED] page-112]( Realistic FPS Prefab [RELEASED] page-112)

Can i change the tag name somehow from “water” to something else ?

Hello,
there is no such option at the moment but the idea is great and will be shipped with the update that is coming out in the next few days.
I would suggest checking WaterObjectManager and searching for the Water tag and renaming it to whatever you want.
It does not matter what it is called.

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I’m struggling with getting the boats to be stable at high speeds. Is there any settings you recommend for abnormally high speeds? Say 35000 max thrust, 9000 max rpm.
Move the center of mass? Move the propeller closer or further from the center of mass?

We’re looking at making an arcade type racer, and to incorporate speeds boosts.
I just feel like we’re missing some tweaking, but everything breaks down at high speeds.

Hello,
I would suggest doing what real world high speed boats do - adding fins.
You can make a fin by simply scaling a primitive box to be flat and positioning it where it is needed.
I.e. if you need it to keep the line better place a long fin along the keel of the boat.
If you want it to go in and out of water less, place it horizontally.
Also, check the racer from the demo, it is using one or two fins.

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Small update (2.0.1) is on the way with the following changes:

  • Fixed wrong water height reported when Lux water was at other than y=0
  • Added user changeable water object tag to WaterObjectManager

Expect it as soon as it gets approved.

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Great, thank you. :slight_smile:

Update 2.0.2 is on the way. One user noticed quite a serious bug where the objects that were removed from the scene inside editor would still be found as in-scene and simulated. This is because the new Resources.FindObjectsOfTypeAll() function has different behavior to the old FindObjectsOfTypeAll() (obsolete) function and I overlooked that.
This should boost performance in exisiting scenes (e.g. the demo scene detected 99 objects while there are actually 68).

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Does DWPhysics 2 work with Ultimate Water System? It’s deprecated but I still use it and it works still with 2018.4.4 just fine.

No it does not but if you check the scripts for other assets it will give you an idea, should not take more than a few minutes. I would make an update but am currently out of office for some time and have only a phone. If you need help with it just shoot me an email.

Hi NWH, I’m having an issue with the Lux intergration on DWP2. I’ve added a Lux demo setup and tagged one of the water objects as “Water”, set the height of water to 0, and added DWP_LUX to the pre-processor directives (the console reads “DWP2: Using Lux Water”, but the boats and object in the DWP2 demo scene seems to be floating incorrectly, dropping deep under the water and popping up above it. Any ideas? 5020238--491657--dwp21.png 5020238--491660--dwp22.png

Hello,
could you please try running the infinite ocean with skirt demo and seeing if it works there. That is the scene I used for testing. It would be of course best and fastest if you could send me the entire scene at nwhcoding@gmail.com so I can take a look at it and see what might be happening.

I just installed DWP2 with 2019.2.12 and I’m getting 2 burst errors.

#1
Assets\DWP2\Dynamic Water Physics 2\Scripts\WaterObject\WaterTriangleJob.cs(14,6): error CS0246: The type or namespace name ‘BurstCompileAttribute’ could not be found (are you missing a using directive or an assembly reference?)

#2
Assets\DWP2\Dynamic Water Physics 2\Scripts\WaterObject\WaterTriangleJob.cs(14,6): error CS0246: The type or namespace name ‘BurstCompile’ could not be found (are you missing a using directive or an assembly reference?)

I deleted and reinstalled but still get the same errors.

Any ideas on how to fix?

One more victim of not reading README.txt file :smile:
I also made a popup that informs you about the steps needed (namely either installing Burst package OR disabling it with a scripting define simbol). Also, unsafe code needs to be ticked due to direct memory access when copying over data from native arrays.

Ha. thanks.:sweat_smile:
I had hoped someone else had posted so I could read there’s. But couldn’t find a reference.

Anyway, I just installed it after upgrading from DWP1 and looking forward to trying the new features.
I am only populating the scene with assets and otherwise it is completely empty. I haven’t even opened the files on setup yet. I guess that will be my next step.:wink:
Thanks for the quick response!

Starting my new project of rivers with your boats in Unity 2019. :smile:
I’m learning the new Unity so it is starting over for many things.

demo crashes after made with unity splash screen

Does it work fine in the editor? Or is it the demo from the Asset Store?
Also, Windows or MacOS demo? I have just tried the Windows demo from the Asset Store link and it works fine.

There will be an update in the next few days to better support Crest. I have been in contact with Crest developer and the newest version of Crest will support a better way of querying water heights meaning that they will be batch queried and way faster than before.

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