Simple Ocean Simulation Tool - IT'S OUT NOW!

Hello everyone, I would like to introduce my Simple Ocean Simulation tool for developers.


SIMPLE OCEAN SIMULATION
→ DOWNLOAD NOW FROM ASSET STORE ←

What is this?
This is an asset which contains several textures and scripts in it. What it does is actually quite obvious, it creates a simple ocean simulation for Pirate games or so. It’s cheap and simple tool, so if you are seeking something more complex, most probably, this wouldn’t satisfy your needs. It aims simple

Usage of Script
Usage of script is actually really, really easy. You can simply drag the Ocean prefab and you are done! However, you might want to tweak some things or want to create your own ocean completely from scratch.


Here are the instructions, Attach WaterFromStandart.cs and WavePhysic.cs codes to your object. Make sure your object has Mesh Collider and Box Collider(Trigger). And drag WaterDay or WaterNight materials to your same object and you are done. It should work smoothly. It also works in runtime too. However, changing speed might cause some funny physic problems. Make sure your falling objects have collider(obviously) and rigidbody. For rigidbody part, notice that mass 1000 set for Ship. According to its mass, it will go deeper in the ocean.

Video

About Prefabs and Codes
About ocean prefab, well you can do whatever you want with it. If you think your ocean is small, you can go to Mesh and click on it then change the Scale Factor. About scripts, you can use them/modify them if you want.

Screenshots

Is there any Documentation?
Yes. You can see it’s documentation in the asset’s folder. It’s in both PDF and DOCX format.

I have questions about this script. Help me! In such case, don’t hesitate to contact with me. I’ll be glad to help you

I have a request, but It’s far different than this, would you like to hear? Absolutely! Just email me or send DM from here. My email is cartridgegamestudio@gmail.com

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1 Like

the buoyancy is not included?

Buoyancy included, however it’s not flawless. Right now ocean reacts according to most heavy object’s mass. E.g. you can throw a heavy ball to water, it will float but because of its mass most of it will be under water. Furthermore, you can put a light ball to water, it will again float however this time only a really small part of it will be under water because of its mass.
Yet, there is this small problem, if you throw both light and heavy ball to water, ocean will act like both of them are heavy. Which we don’t want for some cases. But with a simple code trick, I believe you can change that behavior.

I got this and it’s pretty good.

I have never seen a buoyancy system without buoyancy script and this just done that.
even when put a rigidbody on top of a rigidbody it floats.
2995132--223097--simocean.gif

I thought ragdolls wont work, but they float too. (yes, there is a problem how they react kinda heavy, as if there was no sufficient uplift force).

also you should check the package, there are errors on import (some standards assets namespace) and the sun is strange, but the ocean package is nice.
I think you should improve the buoyancy a bit and it will be all-around good.

Because of the policy of Unity, I ripped off everything that belongs to Adam’s asset from scene. Then, I made a simple scene just with using some trees and light from Standart Assets. So you are right, you need to import Standart Assets too. I’m sorry to forgot that write down somewhere. Also, that might be the reason why sun looks strange, because it uses cookie from standart assets.
About improving buoyancy, I have a plan about that however it will be a little costly in terms of usage and code execution cost. In advanced form, user need to attach another little script to each object they want to observe effects.
Or, I need to change the behavior of the code so that I can calculate buoyancy for every object. Both of this solutions requires lots of calculation for even the cases like with 100 objects. This might slow down things, which is not a desired feature for a 4$ pack. I believe that right now, its greatly optimized for simple projects. Projects, that doesn’t rely on buoyancy of course. But If I change it, I’ll post Log in here and I will also send update to that everyone has already have the package.
And thank you for your feedback! If its not to ask too much, I will be happy if you also give feedback from AssetStore with stars :slight_smile:

Hi everyone,

An user named Ashley just send me an email about asset, however because of some weird outlook issue, I’m not able to send her email back. Therefore, if you are reading this, ( and all others who have this asset and facing an issue), can read this answer for more information and solution.

Apparently, Unity deprecated some of their old Effects and SpeedTree. Sorry for this inconvenience.

I’ll update the package right away, however this process can take 5-7 days(Because of Unity’s package update protocol). Meanwhile, if you don’t want to wait you can do the following,

  • Drag folder named Water in Standart Assets/Environment to folder Ocean Simulation.

  • Delete Demo Scene under the Ocean Simulation folder, it is deprecated now.

  • Now you can delete the whole Standart Assets folder. However, If you have some assets that you are using in your project, do the following

  • Delete folder named Effects under the Standart Assets. The path should be like this Standart Assets/Effects.

  • Delete folder name SpeedTree under Standart Assets/Environment. If you think you have an SpeedTree in somewhere in your project, you can delete this and import it again from Unity’s interface.

Now you can use the package normally. Feel free to change water shaders, textures and stuff. I’ll provide a demo scene with new update. But I explained nearly whole stuff in Documentation, so you can follow that as well.

Don’t hesitate to contact with me if you have more questions.

Cheers!

Bloc

Is there still being supported?

Yes, I’m still alive and it’s being supported :slight_smile:

How is the ocean setup? Is there a collider on the ocean? Like example, can the basic Unity character controller work on top of the ocean. Does that make sense?

Yes, it should work. It’s quite easy to setup. It’s definitely not as robust as a full system that sets every item based on their buoyancy script but if you don’t require super fancy system, it should do the work.

I’m not trying to create a realistic simulator. Does this run on mobile? I read the review on the product page and it appears that there is a problem with the asset on mobile.

Previously it was working on Mobile but I’m not sure if it’s still working or not. There might be some material issues with OpenGL and such - but it’s better for you to switch Ocean texture in anyway - since it’s not supported on mobile devices. So I can’t 100% guarantee.

Is there any chance you can put together an android demo?

I can take a look later on and confirm whether it’s working or not - but can’t do it at the moment or soon since I’m very overloaded with other personal stuff.

Okay