How to Create and Use Water in Unity
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@ToniR96
@ToniR96 11 күн бұрын
yeah... this video could have been just 5 sec long. thanks for the time waste dumbass :D
@shoop9274
@shoop9274 Ай бұрын
this github is abandoned... any alternatives?
@louaiyoub
@louaiyoub 2 ай бұрын
Thank you very much
@pazizekartl4642
@pazizekartl4642 3 ай бұрын
how to do it in 2024?
@POORNACHAND-jq5qf
@POORNACHAND-jq5qf 8 ай бұрын
Thank you for sorting my problem out.
@esa0832
@esa0832 8 ай бұрын
I am using Unity version 2023. Some glTF files cannot be loaded, and many red logs are displayed when loaded using URLLoader
@grumysh
@grumysh 11 ай бұрын
Hi, thank you for the turotial bu It doesn't work for me; I'm getting an error with 'JsonConverter.' ' ´JsonConverter' is no longer available on the Unity Asset Store :( Any solution?
@KobaDigital
@KobaDigital 11 ай бұрын
I have the same issue
@chopov11
@chopov11 8 ай бұрын
saame
@DBernardOfficial
@DBernardOfficial 11 ай бұрын
Your volume is super low.
@porpus2117
@porpus2117 11 ай бұрын
Ive set every thing to be static and when igo to bake it still says no renerers could be found. Do you know what should try?
@skytrymotion
@skytrymotion 7 ай бұрын
you have to select the objects with the meshes you want to occlude in the scene
@CornuDev
@CornuDev Жыл бұрын
When I build this scene and open on my android phone, the color all become "red" ..., didn't anyone can fix this problem?
@austinhoyle8322
@austinhoyle8322 Жыл бұрын
update: doesnt work anymore
@ColdFlameStudios
@ColdFlameStudios Жыл бұрын
I still have it working here, but it does seem that it doesn't work with newer versions. I'll see if I can find the cutoff.
@fanaticgamer4069
@fanaticgamer4069 4 ай бұрын
​@@ColdFlameStudiosdid u find any
@TheSateef
@TheSateef Жыл бұрын
great info, thanks. what bake settings do you recommend for PCVR game?
@ColdFlameStudios
@ColdFlameStudios Жыл бұрын
These bake settings will be project dependent, depending on your smallest occluder, and the smallest hole between occluders. Generally performance doesn't change dramatically, but the wrong bake settings can cause errors.
@trungdeptrai
@trungdeptrai Жыл бұрын
cool
@premmane9816
@premmane9816 Жыл бұрын
is this outdated what is alternative ???
@guillem99
@guillem99 Жыл бұрын
Hi, thanks for the video, haven't seen many people showing how to make this work with Unity. I have one question, would this work if I compile my Unity game for Android and iOS?
@guillem99
@guillem99 Жыл бұрын
I tested it and it works on Android! :)
@ColdFlameStudios
@ColdFlameStudios Жыл бұрын
Sorry I'm late, but yes! It works on all platforms wonderfully. I'm glad people are starting to use it, it's very fast and not too difficult to set up as far as save systems are concerned.
@guillem99
@guillem99 Жыл бұрын
@@ColdFlameStudios I am using it as a way to send packets between a client and a server. The server is in C++ and client in Unity C#, so I needed a reliable way to send data 🙂🙂
@1LifeStudio
@1LifeStudio Жыл бұрын
Do you know how we can embed this project (VR + google cardboard) into an Android app e.g. making this project an Android library and using it in native android?
@CoreDreamStudios
@CoreDreamStudios Жыл бұрын
Great video but I do have 1 question. When I go to generate my Schema, it creates it just fine but I get a ton of errors in the Editor Console. Assets\Schemas\TransformSaveSchema_generated.cs(18,36): error CS0246: The type or namespace name 'ByteBuffer' could not be found (are you missing a using directive or an assembly reference?) Assets\Schemas\TransformSaveSchema_generated.cs(12,22): error CS0246: The type or namespace name 'IFlatbufferObject' could not be found (are you missing a using directive or an assembly reference?) etc.
@ColdFlameStudios
@ColdFlameStudios Жыл бұрын
Did you remember the .dll file for Flatbuffers? Missing namespaces are almost always missing .cs files from the github or missing .dlls that you need when setting up. It's been a bit, but that should either be in the first setup video or the documentation.
@VeneDrummer
@VeneDrummer Жыл бұрын
Awesome video thanks! saved me a lot of time
@eph.ortvn_
@eph.ortvn_ Жыл бұрын
my game is giving build errors and I feel it's cos I didn't import the google cardboard SDK, but it keeps giving me errors on any line of code that says DayDream from the imported sdk what do I do?
@봉봉-r2w
@봉봉-r2w Жыл бұрын
thanks. do you know adjust screensize to full without QRcode?? :)
@gorillaretaleus2774
@gorillaretaleus2774 Жыл бұрын
I have a lot of errors that are flooding my output like yours, how do I fix that?
@junj1023
@junj1023 Жыл бұрын
Collaborate was real easier to setup :/
@strangestmp4737
@strangestmp4737 Жыл бұрын
hello, loved the vid but i have a few questions. is it possible to change the color of the water? is it possible to change the transparency of the water? and the white foam that clashes with the terrain is it possible for that to happen with just assets like a boat or a house on stilts?
@OymyOwtf
@OymyOwtf Жыл бұрын
i did the same with unity 2021.3.1f1 but when i test play i can't move anything and the text in front of the camera view just show "Unrecognised Graphics API". What do i do? please help
@MediaFilter
@MediaFilter Жыл бұрын
Good that you're covering this. I'm trying to clarify a few things about FlatBuffers: 1. Outside of serialising for network and saved games, does FlatBuffers provide any advantage whatsoever for increasing a game's data model performance, compared against a typical efficient array-of-struct/array-of-primitive setup in C#? (C-like data layouts) I ask as I have seen people developing with it on Twitter as though this is some grand win for *general* performance. (I assume FlatBuffers might provide a speedup for people who generally write naive data model code, but not for those who generally use non-interleaved, minimal struct and array based data.) 2. Is it directly compatible with Unity's Jobs system? Or does your own data model code need to supply that aspect, after having copied the data from FlatBuffers' instances? 3. Is there any advantage to including it in your codebase as early as possible, or can it be easily integrated later? 4. Do you use it as your fundamental data model?
@ColdFlameStudios
@ColdFlameStudios Жыл бұрын
1. I would not say that it has any advantage over these more typical models, but I have not made the comparison myself. I started work on this tutorial because BinaryFormatter was deprecated in favor of XMLSerializer, which I then wanted a new solution for as I believe it doesn't store dictionaries and that's something a recent game would have benefited from. 2. I can't think of a reason it wouldn't work with Jobs or Burst, but again I have not tried this. 3. If you have an existing save model, this will be difficult to integrate later unless you have an existing modular FlatBuffers solution, though you may be able to get creative with it, I use pre-made scripts that integrate FlatBuffers through an interface. 4. I use this for anything that PlayerPrefs won't do for, basically anything larger than a mobile game for a client. Essentially I find it's very easy to integrate into anything that requires saving the states and transforms of objects, and it works well for composition-based architecture where you can just slap on a "SaveTransform" or such component of your own design that interfaces with FlatBuffers. In this example I'm using it for the level editor, which has a slightly different solution to the one I prefer now. I'm considering a Unity Asset Store plugin for it. I was not aware of anyone else giving this a try, but since I couldn't find any tutorials on how to do this, and I wanted to remove Teleball's load times, I decided to make these videos. It is not my primary focus, but I managed to make it work and wanted to share in my spare time.
@MediaFilter
@MediaFilter Жыл бұрын
@@ColdFlameStudios Thanks a lot for your reply, and for sharing on this barely-covered topic.
@KapilSharma-is1we
@KapilSharma-is1we Жыл бұрын
How to setup for a new project for a cardboard vr application?
@manuelrodriguezmatesanz7706
@manuelrodriguezmatesanz7706 Жыл бұрын
Maybe stupid question but how do you manage template data with fbs? In our core we override data based on the current project by managing templates. Is that possible or we should definde the schemas per specific data? thanks for these tutorials!
@ColdFlameStudios
@ColdFlameStudios Жыл бұрын
You can use something like Python to create scripts that generate schema.
@Satonq
@Satonq Жыл бұрын
Hello sir, could you please help me to setup an update that I’m not able to push into source control with plasticSCM ? Please
@uniteverse7even187
@uniteverse7even187 Жыл бұрын
How do you delete a workstation if you made the wrong one in plastic scm tab on unity?
@ebbcelent
@ebbcelent Жыл бұрын
Delete the .plastic hidden folder in your project folder
@keksikq9895
@keksikq9895 Жыл бұрын
amazing!
@TheMadMuffin
@TheMadMuffin Жыл бұрын
How do I get my toolbar back? The plastic SCM thing replaced it in the top left and now I can't use unity at all because there's no toolbar. I can see its gone in yours too. How do I get it back?
@jere1023
@jere1023 Жыл бұрын
switch to 2x for normal speed
@josephjoe4180
@josephjoe4180 Жыл бұрын
Nice tutorial, but how do we revert back to a previous change? Like what if we want to go back several changes, not just the previous change? I can't seem to figure it out.
@josephjoe4180
@josephjoe4180 Жыл бұрын
So turns out that you that this function is only available in later updates. I updated and was able to right click a changeset and choose revert to changeset. I swear, understanding source control is something I still struggle with more than anything else. I attempted an online course months ago regarding github but I ran into numerous problems that caused me to give up, including having to download all of these new accounts/apps and even a subscription. Jesus man, all I want is to be able to save all my changes in the cloud and be able to switch between my laptop and desktop frequently. The old unity collab was great because it didn't have all of this hassle. I know that I should eventually learn how to use git (important), but right now I just want to make some games and save my progress easily. Sometimes it feels like the act of making games is easier than source control.
@ColdFlameStudios
@ColdFlameStudios Жыл бұрын
@@josephjoe4180 My team today is looking into alternatives for this very reason, as source control goes, especially one directly integrated into Unity, Plastic is very unintuitive and very unreliable.
@PMbOY
@PMbOY Жыл бұрын
Worked just fine! thx.
@anthonygirdler606
@anthonygirdler606 Жыл бұрын
How did you open the interface ?
@redeamed19
@redeamed19 Жыл бұрын
top bar > "window" > "Plastic SCM " if you don't see it, this might be the version of unity you are using. I'm assuming that's the interface you are asking about
@ColdFlameStudios
@ColdFlameStudios Жыл бұрын
You may need to go into your Project Settings and disable Collaborate before you can open the "P" button interface for Plastic.
@LenGubna
@LenGubna Жыл бұрын
is it possible to repack a flatbuffer
@ColdFlameStudios
@ColdFlameStudios Жыл бұрын
You can certainly make changes to a schema after it's done if that's what you mean, but probably not at runtime? You also would have trouble changing the files later on if it's a very large project. I'm not sure that's what you're asking though.
@Tsanito
@Tsanito Жыл бұрын
This tutorial is a billion times better than those actually of Plasitc
@ColdFlameStudios
@ColdFlameStudios Жыл бұрын
Thanks, it's a little old as things have changed a bit, but should hold up for now. I tried to make it quick.
@welyn5499
@welyn5499 2 жыл бұрын
🤗 𝓅𝓇o𝓂o𝓈𝓂
@willk0360
@willk0360 2 жыл бұрын
Quick question, can multiple people hook up to the same repository to collaborate on a unity project? If so, what happens if they work on it at the same time? Will you have to merge things?
@ColdFlameStudios
@ColdFlameStudios 2 жыл бұрын
Yes you'll have to manage your merges. However for any Unity project your team should have an understanding of source control on as a matter of course.
@F0r3v3rT0m0rr0w
@F0r3v3rT0m0rr0w 2 жыл бұрын
what they dont talk about is that they charge for anything over 5gig ... and if your making anything its going to be over 5gig.
@ColdFlameStudios
@ColdFlameStudios 2 жыл бұрын
Yes most projects will require payment, but projects across all different mediums have their up front and maintainence costs.
@remijoel1448
@remijoel1448 2 жыл бұрын
Can i do everything directly from unity?... The creating of workspace and inviting of users... Can i do all that in unity?
@ColdFlameStudios
@ColdFlameStudios 2 жыл бұрын
You can certainly create and manage the workspace entirely from Unity, inviting users may require the website but it's getting better all the time, take a look!
@abnereliberganzahernandez6337
@abnereliberganzahernandez6337 2 жыл бұрын
the option plastic SCM apear in window but I am no able to select it
@hejevero1993
@hejevero1993 2 жыл бұрын
because you have to turn off collaborate of unity to allow plastic scm. Edit -> Project Settings -> Services -> Collaborate
@StygianStyle
@StygianStyle 2 жыл бұрын
I'm a noob with Unity (relatively speaking) and never used source control with my projects. Is Plastic more noob-friendly than Git?
@ColdFlameStudios
@ColdFlameStudios 2 жыл бұрын
I'd say the interface of Plastic is fine once you get used to it. The interface is better than command line Git but less easy to use than a Git Manager like GitHub or something. Git also doesn't work as well with larger assets like models and skyboxes.
@chimanetwork7852
@chimanetwork7852 2 жыл бұрын
Amazing video. This was needed. I've been trying to understand flatbuffers and how they are used in gRPC. This was a good start in seeing how it's created, compiled to create language definitions, etc. Thank you
@ColdFlameStudios
@ColdFlameStudios 2 жыл бұрын
You're welcome! I couldn't find any tutorials I liked so I spent a few weeks figuring out as much as I could and decided to make my own. I'm glad it helped.
@jordanvegas3999
@jordanvegas3999 2 жыл бұрын
Thank you wonderful person for this tutorial, it ended my stack overflow headache for another sleepless night ❤
@ColdFlameStudios
@ColdFlameStudios 2 жыл бұрын
Glad it helped!
@felipecorrea5694
@felipecorrea5694 2 жыл бұрын
Muito legal, funcionou aqui, porem eu gostaria de andar pela cena, a câmera parece estar fixa no chão, podendo apenas olhar ao redor.
@rodrigocruz3515
@rodrigocruz3515 2 жыл бұрын
Cardboard é um 3DOF só oferece rotação da cabeça.
@RictorScale
@RictorScale 2 жыл бұрын
lmao thats a great tip at 3:00, i would have never known
@ColdFlameStudios
@ColdFlameStudios 2 жыл бұрын
My students and I thought this was the biggest issue when we first started, there's no indication that the critical functions have been hidden by the window's size!
@coffeediction
@coffeediction 2 жыл бұрын
and how to push? I mean there is no point for a source control if its only local tho.
@ColdFlameStudios
@ColdFlameStudios 2 жыл бұрын
You can checkin your changes at any time and it's nearly instant. Looks like I mentioned it, but I'm blocking the view of the checkin button.
@legitmelon1553
@legitmelon1553 2 жыл бұрын
hey i have a gradle build fail and got numerous errors, can u help me fix it?
@ColdFlameStudios
@ColdFlameStudios 2 жыл бұрын
There are usually two reasons for this. First try going to Edit->Preferences, go to External Tools, and check the box next to Android SDK Tools. You may need to find and specify your android SDK file path manually after this. If that doesn't work Go to Edit->Project Settings->Player->Publishing settings->Tick Custom Properties Gradle Template then go to the newly generated "gradleTemplate . properties" (Spaces added to prevent link) and add these lines to the top: android.useAndroidX=true android.enableJetifier=true After if that doesn't work, deleting the Library folder could help, but that's not a great thing to do, look up other solutions first.
@manrajbhachu8242
@manrajbhachu8242 2 жыл бұрын
did you figure it out i have the same problem
@rifat9264
@rifat9264 2 жыл бұрын
Thanks man, this works
@ColdFlameStudios
@ColdFlameStudios Жыл бұрын
Glad it helped