Dynamic Water Physics will still be supported in the future and even available on the Asset Store, but it is recommended to switch to Dynamic Water Physics 2 as it is a complete rewrite with many improvements. Owners of DWP1 can upgrade for $10. Normally I do not charge for updates but DWP2 is essentially a new asset and it took a lot of time to develop it.
As mentioned both in the video and in the first post, that was a demo video of using this asset with another (free) asset called “Ocean Community Next Gen” that is available here: https://github.com/eliasts/Ocean_Community_Next_Gen
DWP is not a water asset, but rather water physics one and as such does not generate waves itself but can be used with water packages such as the Ocean Community mentioned above.
Instead of sending you the folder here is a guide specifically for the Ocean Community Next Gen. Setting up for use with other water systems is already in the included documentation but this is more specific for this package:
Remove the “Environment/Water” from the scene. I am assuming you are using the demo scene provided with DWP.
Drag the “Ocean” prefab from “Ocean/Prefabs” into the scene.
Change the tag of ocean to “Water”.
Set the Target of your ocean to your boat (in this case “Racer”). You will now be able to see the ocean and objects will float, but will ignore waves. You can play with ocean settings to make it look the way you like. I would recommend turning “Spread Along Frames” off to make it look smoother.
Edit the WaterInterface.cs script as per explanation in the script itself and attach it to “Ocean” object in the editor.
I could have sent you the finished product but I think this should help you and anyone else who wants to do it - this is explained in the documentation, but more in general. If you still want the project folder I can still send it to you (contact me over PM or email for that). Attached to this post is the already modified WaterInterface.cs script (only 3 lines changed).
You might want to play with Ocean settings a bit to get the best visual result, I myself find that it has too much foam by default. Also, there are a few water height provided in the Ocean Community Next Gen and I found that GetHeightAtLocationChoppy2() works the best. You can try the others and see for yourself, they are located in the Ocean.cs script.
The explanation above will work for other systems with waves too, you will just need to change “Ocean” to whatever your type is, and use the water height function that is provided with your system.
P.S. forgot to mention that you shoud disable or remove any Water FX script that is active as it only works with flat water.
Vheck out your email for the complete, set-up project folder.
I am not sure why you would get an error importing an asset into Unity. Make sure that you import only the Ocean folder from Assets, not the whole folder as it contains all the temp and project files that are not needed.
I have resent you the message. Check the spam folder, maybe it ended there since it has pictures and a lot of links (and it is a bit longer). I also sent you a completed project.
What seems to be your problem is skipping step 7. and not attaching the modified WaterInterface.cs to ocean object.
Please use publisher email or PM for support. Thank you.
Considering that they are advertising some kind of buoyancy system it should, but I can not tell you for sure since I do not have it. If you want me to try and set it up email or PM me a simple set up scene with the object in question and I will check it out. Sorry for the inconvenience.
After more testing, I’m now happy with the DWP reacts to the water. My latest tests was used with the Aquas Pro water/river set and I’m very pleased how easily it came together.
Food for thought regarding any future updates, it would be a great feature to add water dispersion around the front of the boats.
I noticed in the promo video that your using the wake effects, for some reason It doesn’t want to play.
I simply loaded up the demo scene for Aquas Pro, change the water plane tag to Water and dropped in the speed boat. The water FX script is present and ticked.
Thanks again for your time. This is one hell of a asset and Im really please in the direction its going.
Glad you managed to solve it
This is still v1.0 so there might be some rough edges. I always wait a bit to get some feedback before pushing out the next version (except for bug fixes) so your input is really helpful :).
As for the water effects - you probably need to assign textures (this is the only thing that is not filled in automatically). I would recommend copying the default values or using something similar as described in the manual.