Unity 3.2 Water3 Water3Float

Hi,

I’m trying to use the buoyant script (Water3Float). I just added it to the object and connected it to the Water3.

My object does follow the big wave, but at the same time it does some weird movements (like if it waves with the small waves too (noise)) quite unnatural.

Plus, if i’m scaling the water (by scaling the Water3Example (* 10) not the Water3 GameOb), my Float object fly on top of the water.

Do someone knows how to solve theses problems ?

Thank’s for the help

Boris

Personaly I would welcome some “manual” how to use this component properly. Scaling, tiling, floating…As pro user I would expect at least some basic documentation, I prefer to spend my time with creating something, not by crawling through source code and trying to figure out how this is supposed to be used and what I can achive with it.

The biggest weakness of Unity is lack of detailed documentation and best practices, I often find crucial information by accident during browsing this forum, rarely in documentation. There are some basic tutorials, sample projects etc, but once you are going little bit deeper, and this is requiered when you are doing some bigger and serious project, there is nothing and you can only guess or write to Unity support. This is not way how it should be done. I understand, that free indie users are not generating much income for unity team (maybe indirectly), but pro users are. And Unity is now becaming tool even for bigger studios…If I buy a tool, I want to know how it user properly, to achieve best results. Not to use broom instead of toothbrush, because I dont know, that something like toothbrush actually exists.

Anybody who writes usable (detailed) documentation and sells it on the asset store will became rich :))

I’m by no means an expert with the water3 asset but have spent some time with it and managed to get fairly good results. My suggestion would be to create a simple test scene and drag the water3 prefab into the scene and use it as is until you’re familiar with its features. The buoyancy script simply lerps a transform to smoothly follow the height and normal of the surface of the water shader. Buoyancy scripts designed for the community water project will work with the Unity water3 asset by changing 2 lines of code. If I wasn’t in the middle of a project I’d dig through it and write some docs myself, but unfortunately time doesn’t allow this at the moment.

Ok I have been messing with this for about 6 hours now and I have settled on the theory that the GetHeightOffsetAt and GetNormalAt functions do not take into account the scaling of the mesh. Because no matter how much I tweak it seems like my boat it bouncing quickly over a much more ripple covered surface than what is actually being displayed. Anyone from Unity able to chip in on this? Or suggestions on how to account for the scale?

There is one important question. It is scaling of mesh correct approach? Or should we tile many smaller meshes to cover bigger area?

Docs please, i’ve been wasting serious time with this.

On a wild guess, I’d suggest scaling the prefab without scaling the y axis. Should make sense.
Cheers

It makes sense, but does not work.