On why people use floating point origin. Aside from world streaming, or doubles instead of floats which is hacky to do in Unity but I found a proof of concept - it was the only way discussed to do space games that had immersion. I get the space gate idea, or even doing a load async during a FTL drive fx. I think the thing is doing it well is perhaps harder than doing floating point origin, it seems easier to let the engine/framework do the work than to do it by hand. Also procedural generation plays a roll. Again, I think many of us doing floating point now only do so because we havenāt seen your way. I have considered world streaming but again a lot of work, esp. in early stages.
Unity 5.6 assets donāt import to 4.x Iām afraid. I was just hoping you still had your original asset package available. Generally unless the asset is submitted for the specific Unity version, downgrading leaves holes in the scenes like transforms with no names or meshes, or unhooked up prefabs because Unity changes stuff like how prefabs work so they donāt backport.
My package calculates all planet related maths on object space, no double precision needed. In the demo, the solar system fits inside 15.000 units, lighting is the only problem and i have a little hack to overcome shadow flickering issues.
Asteroid fields also calculate in object space, no need for double precision.
What matters is, there is a _WorldScale constant which every object takes in account and everything scales automatically to fit in your visual space.
Finally, if you still want to use floating origin thing, my package has ordinary transforms and you can move them around with your already written floating origin code.
The package takes advantage of newer Unity version features, no 4.x version available.
Finally improved the water shader to desired level which will be in the next update.
A variation of this water shader(s) also which work on mobile can be found in TOZ Water Shaders with additional flowmap support.
Few photos of the current state of the upcoming update. Will submit it in a week.
Additionally improved the lod calculations and now has double frame rates than before. New update brings a price increase, so if you are planning to buy it, now is the time.
Final touches before i submit the 1.4 update, here is some improvement on the water shaders to have caustics and some dirty particles when underwater, as well as a simple effect to wiggle screen while underwater.
Caustics are visible when the depth is between 0 to 3m depth(adjustable) and animated obviously.
I want to test your water shader asset out. How? The demo url is broken. I need a light weight water system for a low poly mobile game. Can my player walk in the water or any underwater rendering? And any simple buoyancy?
I havent released the v1.4 yet, as there was a lack of interest (sales were much lower than expected) and i kind of lost interest. But now im working on it again. And the features you need are in it.
1-There is no gravity component, there are PlayerBase and WildlifeBase classes which only calculate the orientations to the gravitational direction of the planet, the ground normal, ground height, ground steepness(at the current position of the elements)ā¦etc
The rest is just a regular controller, with one additional line to include gravitational rotation into account before moving the character.
2-There is a fully grown and very elegant spline class included, which i use to generate asteroid fields in the demo, but you can use it for anything else. Actually it is a very solid thing that i could sell seperately but it is included here for free. Spline is saveable. So, you can generate one both in game or in editor for speed purposes.
3-Wildlife at its current stage is very beta. In the video above there is nearly 200.000.000 population in both 3 planets in the same scene and all they can do is orient to gravity and walk towards a random direction at a defined speed after their binded patch lod becomes visible to player. No character controllers or anything. But in the code there are variable waypoints and could write a simple script to follow those however this will impact the population numbers.
I dont know anything about emerald ai, but i already included pathfinding and finite state machine as seperate modules (check the very first post in this thread) which means i am planning to support artificial intelligence my self. However, if you get the source code for emerald ai when you buy it, you can offcourse do it yourself as well.
Or, you can ask the owner of emerald ai to get my developer version and he can include it himself.
4-Frame rate is a variable term for such a package, you can get 1000fps with a simple planet and less population, or you can get 60fps with a full blown solar system, or you can explode your computer literally with the milkyway. Its up to you. I just provide the best possible LOD for such scale and it has limits.
Finally, i am here to help. I want people to make nice games with my packages, and my packages are generic ones, so any customer is liable to get customization of the package for their specific needs(reasonable ones).
But this requires much more work on your side than mine, i wont make your game for you. This requires advanced coding skills on your side.
If you mean the TOZ Water Shaders package, it is designed to work on mobile, low end and high end computers. I should fix the demo as soon as possible. But the video in the forum post is self explanatory i guess. Player can go inside water and there will be underwater rendering. No buoyancy though, it is a matter of character controller not water shader. I am also about to update that package with underwater caustics.