- Current Version: 2.5: 2024-06-24T08:23:14Z
- First Published: 2021-11-16T14:10:21Z
- Size: 9579104
- Supported Unity Versions: 2019.4.34
tools physics
(9 Votes)
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WaveMaker 2
$24.84
$24.84
📚 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.
🎥 View all videos available in the YouTube Playlist.
📜 Follow the official Unity Forum thread.
💎 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.
✔️ 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
- 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
❌ 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
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