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💎 Key points of WaveMaker compared to similar assets
- This is a mesh modifier, not a visual trick (2D shader with or without vertical offsets). That means it is actually simulated in 3D in the CPU, so devices with GPU support limitations are supported.
- Your shaders don't need to be specific for this asset, if your shader works with a normal mesh, it will work with WaveMaker, so it supports the same rendering pipelines as your shader.
- It is a two-way coupling system: Water can affect rigidbodies, volume occupancy is calculated and objects generate waves at the same time. If you pay attention, most buoyancy systems can't do this, allowing for a different way of interaction for your game.
- You can use the API of the interactors and surface to gather simulation data and use it for your own purposes.
✔️ What the asset CAN do...
- Create small, medium or long surfaces like pools, portals, ponds, simple river shapes...
- Generate waves reacting to selected colliders
- Apply forces to selected rigidbodies to make them float and drift while generating waves due to volume occupation. Complex rigidbody with overlapped setups supported
- Make the waves look like water, mud, cream and denser liquids at the resolution you want
- React to static objects or borders by painting the areas of the surface you want to be fixed
- Works like any other mesh with your own material (hide parts with transparency, change look using shaders, use the API to generate your own effects. etc)
✨ Current Features
- Unity 2019, 2020, 2021, and all rendering pipelines support. (2018 still supported but needs manual installation of required packages)
- Mesh properties updated real-time to work with lighting
- Scene hierarchy agnostic
- Wave speed, damping and smoothing parameters. Substepping to avoid inestabilities
- Simple interaction mode based on relative velocity for any shape or orientation of the surface
- Advanced interaction mode based on occupancy of liquid volume for more advanced features on horizontal surfaces, like Buoyancy and drifting (floating forces)
- Arbitrary surface position and rotation, length and width
- Areas can be fixed manually or automatically to ignore them and allow waves to \"hit\" on them
- Timestep independent
- Idle/rest status of surfaces to reduce computation to a minimum
- Many example scenes and create menu shortcuts included
❌ What the asset CAN'T do in the current version...
- No breaking waves
- Not suited for huge surfaces like oceans, complicated river shapes and waterfalls
- It is not a water shader, it's a mesh modifier. No FXs are included. You must use your own shaders / materials and use the API to gather and use the data provided
- Aerodynamics (effect of wind and such), shore slowdown and similar effects
- Different behaviour of the surface depending on water depth
- MeshColliders cannot be used as interactors. Simple colliders should be used instead