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SphereWaterInteraction and RegisterDynamicWavesInput do not work correctly inside a flow area #1138
Comments
Sorry! I found the problem. |
Yeah, that doesn't seem right. I would think it would be stronger if anything but I could be wrong. If you disable the following line it does a bit to keep the interaction strength - can go even further by changing it to an add to increase the interaction strength:
I don't know if this will be the actual solution as going against something that seems intentional but worth a test anyhow. LMKWYT
That makes sense and will look into it. |
Yes! That's it. Looks right to me! Please do not forget to change this for the next update! |
Unfortunately removing that line or adding the surfaceFlow vector to relativeVelocity creates a new issue where the interaction sphere effect begins to compound on itself over time when no input is applied. This is what happens when you remove the line with a flow of 9 and do not add any input to the spheres (just let it move with the flow). Screen.Recording.2023-11-20.at.9.06.30.AM.mp4This is the behavior normally without removing or adding the surfaceFlow vector, note the lack of amplified interaction sphere forces: Screen.Recording.2023-11-20.at.9.10.19.AM.mp4I do believe that the issue might stem from taking the world object speed and not relative speed. Edit: Ideally the behavior should replicate wakes similarly between non flow and flow elements with the same interaction settings. |
Thanks for the additional input. I will look into it further and see if I can come up with something. |
I had a harder look and the velocity calculations are correct. There is an issue where wakes do not work very well at higher velocities which flow can contribute to and may be related in certain cases. There is certainly a diminished wake in flow. I am not sure how SWI should behave in flow and whether this is correct or needs fixing. It may take a while before a conclusion on that. For the time being I think the loss of wakes can be compensated by modelling the boat's propulsion system and further compensated with water spray as the boat will have to work harder against flow to maintain velocity. |
Alright... so wakes are far more diminished when flow is not axis aligned. When axis aligned it is pretty close to expectations. |
I do actually agree with this, I was doing thinking as well and flow should definitely dampen the effect of SphereWaterInteractions, however I think the current iteration of flow is neutering this far too much to where at any flow above |
Fastest river speed would be around 3MPS (in rare cases almost 5MPS). Flash flooding is around 7MPS. This will take a while to solve properly as there is potentially various factors. As for increasing the weight of SWI in flow that is a possible workaround. I made a branch you can try: fix-weak-flow-swi-interaction |
Current Behavior
SphereWaterInteraction and RegisterDynamicWavesInput do not create waves in the areas that have flow splines:
You can see it at the border where the flow starts.
Expected Behavior
waves everywhere
Steps To Reproduce
No response
Unity Version
2021.3.31�
Crest Version
4.19
Render Pipeline
Universal
Editor or Standalone
Editor (Play Mode)
Environment
Anything else?
No response
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