Not sure if this is the right place to post this thread but I willl give it a try.
I’m currently writing my thesis within the field of marin and offshore engineering. In my thesis i wanted to include some visualizations for two of my operations using the game engine Unity. I’m new to this and for the past two weeks I have tried to learn some basics of programming and Unity with youtube videos. The important thing with this game is to showcase how the vehicle will operate in these two scenarios. I want it to be really simple (if possible) and nothing fancy.
So far I have created the ROV and vehicle model, terrain and water using amplify shader.
Before diving (pun intended) into discussion, I would ask two things.
I see you have some basics already, but have you visit forum Getting Started section. There are important pinned threads, to help with principles.
For the future of providing code samples, please read ** Using code tags properly .**
Is your goal to make a game, or visualization of underwater procedures?
Make sure, your mesh is attached to GameObject, with Rigidbody component in this case, as you use physics.
@JibrilN Ok, i understand exactly what your trying to create. First off its a visualization scene, not a game, even though your using a game engine. I know how you can do this in a faster time frame in Unity, heres the workflow:
Create a terrain, modify it to your needs for the sea bed.
Grab an asset for ocean/water (with underwater support and boyancy) most also come with caustics, audio effects, etc.
Get an AI asset/system.
Youll need to have unity’s Cinemachine, or (what i use), Cinema Director for your cutscene/camera switching system. It will create the cutscene/presentation/video.
Use the AI system to control the movement/animation of your ROV’s and etc., and use cinemachine or cinema director to create a cutscene with full camera support with fx.
Your code should work but you refer to a rigidbody, but updates the transform. If you have a rigidbody on the model it’s default settings need to be changed to kinematic.
Or your control inputs should be applied to the rigidbody, then you can use drag to help simulate water.
Check out Head Up Displays for ROV systems for how to best present the Depth/Heading/Range to target information.
You might also want a progress bar to indicate the loading of CO2.
Check out the Unity UI tutorials and ask if you have any hiccups/problems.
PS Hint: You can make a single texture depth gauge, heading bar and artificial horizon indicator in a paint/vector art package and just move them within a masked panel with code to get a good looking HUD.