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Thanks. I have been fixing cases where it straight up didn't work, and answering support emails where I could, but it hasn't been my full-time...
You could use the simulation saver/loader to initialize a certain level. You would first fill up the scene with various sources, and then save...
I understand that frustration. What I currently earn from the sales of this asset does not justify active development, and I'm not convinced that...
It's not really active, though I have tried to address basic functionality issues when they came up during Unity updates. I haven't seen an e-mail...
meichen8050753 is right. The one thing that makes this slightly more complicated than usual is that the shader is split into two files. The short...
You can do something like that by pointing a depth camera at the sand, and sampling its output to create a heightmap as input for the simulation....
Thanks for your patience! Turns out my webhost decided to stopped supporting aliasing for their own hosting packages. codeanimo.com should be back...
Ooh, I should take a look at the support and site links. I wonder when those went down. And while I'm at it, I should update the demo, with a...
It uses a fairly standard Unity camera to render the scene to a heightmap, so if you run that step after your terrain generation or every frame,...
Do I understand correctly that you want a non-square simulation? I don't think I ever really made sure to make that work correctly. You could try...
That's a tricky one because of the split between Unity Physics and the physics involved in this simulation. And because the waves aren't 3D;...
Wave Height Offset creator appears to be broken in Unity 2018.1.0b11 appears to be broken. Investigating now. [edit] solution found, update is out
Good news. The issue has been found, and you should now have access to the latest version via the asset store again. The one downside is that...
Update time. Occasionally I update the asset when customers approach me with specific issues they're having. As such, we're currently at version...
That said, I did get a top-down displacement prototype up and running. Currently it assumes that everything that's below the surface of the...
What you linked is a full 3D simulation, which you definitely can't do with Surface Waves. In a 2D simulation the water height can only go up and...
That's what you'd need the 'top down' displacement for, which I haven't written yet. What I did create was the anti-aliasing for wave meshes, so...
Oh, you were just talking about stopping the cube from floating upward? That's happening because the cube is set as 'terrain', so the water level...
To improve that situation, you'd need a different kind of water displacement that I never got round to implementing. Top down displacement. It's...
I forgot about this, but apparently I already wrote something that can help to mitigate this artifact. On the Wave Mesh Offset Step there is a Low...