Hey, two things comes to mind :
First one is, under script interaction on each water surface, there is a “evaluate ripples” checkbox that also include the ripples frequency band, for perf reasons, it’s off by default IIRC, but it allows the calculations to be more precise.
Secondly, the default method is GPUReadback (in your HDRP asset), meaning you get the information directly from the simulation on the GPU, BUT depending on your GPU mood, there can be a few frames delay. For more precise (and perfect) you can switch that to CPU Simulation to basically redo the simulation directly on the CPU, it has a cost, but it should be perfect.
Let me know if that helps. If not, I’ll have a look.
I already checked the Evaluate Ripples. But after your reply, i changed the Water Script Interactions Mode to CPU Simulation (with and without Water Full CPU Simulation) but still getting the same problem.
I also created a fresh start project with just HDRP Samples imported, but still same. I also tried to increase the maxIterations.
Thanks for the feedback, it appears that it has regressed in the recent versions indeed.
I logged something and someone will have a look as soon as we can !
You can follow the resolution here
I am also struggling with this in Unity 6.3.1. Water simulation samples do not match with the water surface. It’s not just delayed - it’s WILDLY off. Sometimes the samples are sinking, but the visual waves are rising.
This is basically completely unusable. Has no one looked at this yet? (bottom of green lines is reported surface height)
I had a little bit of time so I had a deeper look and I believe I found the fix.
If you want to fix it yourslef locally you can use this small change and tell me if that helps. On my side it seems that it fixes it. If my tests keep coming green, I’ll try to land it and backport it to 6.X versions.