4. Wave Conditions¶
The following sections describe how to define the wave conditions.
It is useful to see the animated ocean surface while tweaking the wave conditions.
By default, the update speed is intentionally throttled by Unity to save power when in edit mode. To enable real-time update, enable Animated Materials in the Scene View toggles:
See the Unity Documentation for more information.
4.1. Wave Systems¶
There are a few different systems that generate waves in Crest:
ShapeGerstnerBatch - the original system that manually adds together ‘Gerstner’ waves. This component is inefficient, and does not support the ‘wave spline’ tech, and has lower quality waves. It is about to be deprecated.
ShapeGerstner - high quality ‘Gerstner’-based system. Best choice for if running with nographics (no GPU).
ShapeFFT - high quality ‘FFT’-based system. Best choice for maximum detail/realism. Our innovative FFT tech supports waves at all scales and is also extremely efficient.
4.3. Wave Splines (preview)¶
Wave Splines allow flexible and fast authoring of how waves manifest in the world. A couple of use cases are demonstrated in the video above.
If the Spline component is attached to the same GameObject as a ShapeGerstner or ShapeFFT component, the waves will be generated along the spline. This allows for quick experimentation with placing and orienting waves in different areas of the environment.
The Spline component can also be combined with the RegisterHeightInput to make the water level follow the spline, and with the RegisterFlowInput to make water move along the spline.