Anybody was able to make ocean from water3? When I upscale example mesh, I loose waves. A tried all settings, but nothing seems to have influence on number/density of waves (since there is no documentation, one can one guess). After some experiments it looks OK, but no visible waves (waves are so big, that you cant see them).
Other question is tilling. How should be such ocean done? Many small tiles? Or one big plane in shape of ocean with “hole” for continent? I have terrain from 24 2000*2000 blocks and ocean is around central continent, so it must be perfectly seamless.
Opposite problem is some small pond. Too much waves and it looks like big lense, not flat, even if i put all height influencing parametrs to zero.
I tried to make my custom water mesh, but without success. It works for old pro water, but for water 3 it simply disappaer, when I put water script and material on it. I am doing probably something wrong, but I dont know what.
So had anybody success with configuring new water to pond/lake/ocean?
It looks same like scaling whole game object. My only idea was to do much more detailed mesh (20x more polygons, just to see what it does), but it failed to work. I dont know why, it always disappears. For normal water it works OK.
I am really tired of this, I already spent countless hours by it. Instead of writing 1 page tutorial how to use this, how it works, what makes sense, what not…which is 30 minues of work for somebody, who made this, they gave us some something without explanation and nobody care, that hundreds of people are wasting hours and days. Hobbists have maybe free time, but this means really high additional costs for any commercial project.
Unity is becaming very expensive platform. Engine is cheap (and quite good), but you spent fortune just to figure out how to do this, how to do that, because documentation is very “weak”. You have to ask people on forums all the time, because many critical information are not documented at all.
The devs have promised that the water3 asset will be improved and updated as time allows. I have to admit, that this first iteration has some ways to go before being truly useful (for me at least). In the mean time, I recommend you use the community ocean shader. In my experience, it is a more robust and efficient ocean shader (at least for now).
I know, I was watching this project carefully, it looks really great. Problem is, that our company is starting with unity and we have to learn a lot. So I am afraid, that implementation of such complex sollution would be quite problematic. Thats the reason, why I was experimenting with new unity water, because it is built in and should promise fast results and should be suitable even for small water areas…
We used here this new Water prefab… we are making a game with Jetskis… changing the scale of the second gameObject will make your water fill more area, but then you have the problem with the waves… to solve this, change the Wave 1 and Wave 2 speed and scale inside the settings of Wave3 script (in editor mode)… cant remember if this 2 settings I said is the exacly right because I dont have Unity here right now… but it worked for me, we made a lake to the Jetskis run on.