I’m honestly not proficient enough using the job system
I’m not proficient enough to give you a definitive answer on this (maybe someone else can chime in) but from the little tests I’ve been conducting, increasing the innerloopBatchCount seems te lead to worse performances.
If you have really thousands of instances and you are looking to increase performance, the best way would be to fetch only some points (a grid basically) and then make a weighted interpolation between 4 closest points to place your objects to avoid having to request an exact position to the water system at each frame. You can even update your grid only every 2 frames or more for example.
It’s been a while and I would just like to know if there are any news about spherical water support for planet rendering (fingers crossed)?
I am currently using custom meshes via our own tiling mesh system, but it is performance intensive asking the water system to render tiles in the hundreds. I have also tried collecting the meshes into one using the job system, which helps with the rendering part, but the CPU water simulation (which we need for the buoyancy, is still a bit slow. Also, I fear that the very nice waterline that the system can do with the infinite rendering approach, will be (much) more difficult to do.
Hi. How can I make this water line and underwater effect like in Subnautica where I stay in a room and see water through a window? Is it possible in the current version of the water system?
Not really, it’s possible to make underwater submarine scenarios (with some portholes etc) by carefully placing excluder, transparent surfaces and such.
But for the transition between underwater and overwater, you need to fake it somehow because the waterline currently intersect only with the camera near plane and there’s no simple way to “push it” to another surface like the glass you shown in your capture.
It’s not dead at all, it’s just, given what has been announced recently about unified rendering for the next generation (after unity 6), aside from bugs, a lower priorirty will be given to water (among other features) once everything is figured out for unified rendering !
And to be honest, water is already pretty close to what we aimed for at the begining of its development
Considering how few water assets actually work on mobile and web I presume this is a challenge. I look forward to solutions tho! Even if they’re relatively basic!
I used unity 6 and it didn’t even have the water samples available, The box deformer, trail generator and other stuff are not there either, all you can do is create a water surface, I can get the preview version which does support the water tools through the unity archive, but you said it was in Unity 6, if not now then when?