OpenGameAsset.net
WaveMaker 2 v2.3
Categories: Tools

WaveMaker 2 v2.3 - Free Download

Detail

Description

šŸ“š Visit the OFFICIAL WEBSITE for: - Live demos to play with them in your browser, pack of downloadable builds for your PC. - Tutorials, practical examples. - Roadmap, bugtracker, support, F.A.Q. šŸŽ„ View all videos available in the YouTube Playlist. šŸ“œ Follow the official Unity Forum thread. šŸ’Ž Key points of WaveMaker compared to similar assets - This is a mesh modifier, not a visual trick done with shaders. 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. āœ”ļø 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 toĀ selected rigidbodiesĀ toĀ makeĀ themĀ floatĀ andĀ 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 - Support from Unity 2020.3.48 until 2023.2.16. and all rendering pipelines - Heightfield-based realtime fluid simulation on CPU - 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 āŒ 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

You may also like