Comments (2)
Yeah this was sloppy - sorry for that.
I've added a clamp, and a teleport detection so that if the object is placed it won't generated ripples. I've set some defaults, if you have any feedback about these let me know. I also added a toggle for turning on warnings when the velocity is clamped or discarded.
These seem to help a lot for robustness - good shout with this request!
from crest.
Nice, that did the trick! Thanks a bunch, you work quick! :D
from crest.
Related Issues (20)
- Boat Physics - Adding colliders and player to boat causing big issues HOT 1
- Problems when rendering HOT 1
- Shader broken on 2022.2.4 on Metal HOT 5
- URP reflection error when using two cameras after build. HOT 3
- Updating ShapeFFT parameters runtime, generates a lot of garbage HOT 5
- HDRP underwater volumetric lights not working properly HOT 2
- Local / movable spectrums or crest shapes HOT 3
- Foam / wake vibration when approaching whirlpools HOT 20
- Pressing the Windows Key in the editor disables underwater rendering HOT 3
- Wake / foam artifacts when moving the camera quickly HOT 11
- Delayed LOD / tile enabling when using large clipping areas HOT 5
- Depth Cache not populated - Exported Image is Black HOT 8
- Water interaction is not visible when moving camera away from the sea level HOT 1
- Underwater broken with XR multi-pass rendering HOT 1
- No caustics, no shadow data and/or constant shadowing on iOS
- Error of Does not exist some Classes. HOT 1
- Sporadic gaps / precision errors in tiles. HOT 31
- SphereWaterInteraction and RegisterDynamicWavesInput do not work correctly inside a flow area HOT 11
- Activating flow in the material when oceanrenderer is running does only work in editor HOT 2
- FindObjectsSortMode HOT 3
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from crest.