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@@ProxyDoug Don't think so and that would be a stupid idea. Unity has a niche in mid-tier graphics that no one else has (which is their universal render pipeline). Most stylized games are created in Unity using the URP. They should just give up trying to catch Unreal Engine at the top tier cause it's never gonna happen.
yeah a realistic buoyancy tutorial would be great, that's what I've been struggling with for a few weeks now. I'd like to see what your take on it would be.
@@BinaryLunar +1 for Buoyancy but an other (( 3 )) things: 1. - maybe it is nice, to have a Water System out of the Box. I am not a Friend of unreal, but Unreal have since Years. 2. - the User of Built In RP , are always the Loosers ,here to. 3. - the Trash URP Engine, even get no water. **and HDRP suxx** that s the Point. HDRP is jus tdeath. it want to do Things what UNreal can do, but even have the Technical basis of ~ 1900 and Unreal is year 3000. this is just: the big "Try" to "do something" and say: "Hey we can do like Unreal" they can not. lightning in HDRP suxx, Performance suxx, technically is HDRP outdatet on every corner. Assets are incompatible to this trash, Schader Graph is boring, and disturbing, And at last: you are limited on Build Platforms. **unreal wins** and : **FATALITY** i see no reason to start step into "HDRP" for this. it s just a waste of time, better to learn Unreal, in the time you need to understand old trash.
just add a force when an object is submerged in water, how deeper the object how bigger the force multiply this with a buoyancy factor and you have a buoyancy system
You can get a pretty good push forward with buoyancy by checking the Boat Attack demo project. I (somewhat heavily) got that as a starting point for my URP water system, which, I must say, I'm pretty proud of and works quite good. Even has 'underwater' with a 'procedural' volume.
just found this out. for the water to show up, you will need to add "AQUAS LITE Camera" to your camera object. After doing that, the water is no longer invisible, and shows its colors.
This is gorgeous. What would it take to create a large, scripted sorta wave? Sorta very lightly dabbling in early tutorials so I doubt I'd be ready for this any time soon but I was just imagining re-creating a scene from a show that includes a character floating in the water and also a very large wave (at least 15ft?). It wouldn't have to hit the character, but I do wonder if it's possible to make something that has a more realistic look than the sorta sharp cornered mini waves at the shore. You know, somethin with foam and such.
I hate having to update unity to get a better feature. All the stuff you bought from unity store might break, custom shaders might break and it always takes ages when you got a 25GB large project. I'll attempt to create a wave asset myself. The question is how, I could imagine a cylinder cut in half with a texture on it, animated to roll then flatten out on top of a plane and slowly fade out. Maybe several of them with custom normals.
Thanks great video. 👍 I'am waiting for so long that a good ocean/water solution will implemented in Unity. It was very complex and time consuming to implement realitic oceans. Now it's a breeze to play with this tool and adding some code to get the results I need. On the other hand the render pipline is imho not the best solution. There are better ways like UE5.x handle this but unity is on a good way and now we got again the posibilty for create multiplayer games. Unity still has so much more to do to avoid being hung up by the Unreal Engine and have to rethink some of their concepts, but I love this Engine since 4.x and for me it's currently a pleasure to work with this engine.
Great tutorial thanks! In real life, if I stick something in the water, like a cylinder (perhaps a piling or a navigation buoy) it makes a wake as the current flows past it. Could you show us how to do that?
As I love Unity and developing with it this is still behind any other AAA engine water rendering capabilities. Decima's (Horizon and DeathStranding engine) water rendering, expecially coast approaching waves and foam is waaaay better.
For some reason when I built a scene with the Ocean, the ocean is in the build, but the sun reflections, etc and other objects are missing. It works in the Game view from the editor.
looks like most of the cool new features you're showing in this video aren't in HDRP 14.0.7 that comes with 2022 LTS. only the Surface submenu is there with the Water menu. I don't see them anyway, and there are no water samples to download either.
I didnt see a realstic water shader made in this HDRP water they must improve it quickly because other game engine like CRY Engine have really amazing realstic water shader. Good Job!
hmm, this seems outdated already. I installed HDRP, made sure it was in my package manager, added the ocean, clicked "open", but HDRP Assets says "List is Empty".
great tutorial! question; how did you record your water sequence timeline? Did you use Unity's recorder, if so the water by default is rendering at 2x or greater speed giving an unrealistic effect. Any ideas for a solution to this, as I can't find any online. Or did you record your sequence with OBS or by other means?
@@BinaryLunar I know but I don't think can be controlled that extent for a storm. Try it and if you get a result put it in a quick video. Showing what parameters to change.
I wished Unity would focus more on actual interactivity with water, rather then the most realistic look. It looks high detail but at the same time very fake/artificial and rigid at the same time, just look at the straightness of those curves approaching the shore, almost looks like a glitch when seen from above. Rendering-wise it looks nice, but not UE5-nice : )
where did they find these settings, this window, these functions, or what should this shader be bound to, I don’t understand how to use it, please tell me?! - th-cam.com/video/Ic_3p90NdxM/w-d-xo.html
i was really struggling with fps in HDRP with the an ocean and a basic terrain, around 100 fps. After turning down some settings around 140 not enough for me to build a game upon. Back to my stylized URP water i go
Hi I am a software engineer in college for IT but I want to also learn game development but I do not not where to start i want to learn python for apps and softwares and C# for games and pc softwares as well I want to start with C# first because i know python is easy and not hard to learn if you know a language already but I want to learn C# for game development and software apps I wanted to know if anyone knew any update courses or tutorials for beginners I do software engineering and also want to do indie game development solo i know that’s hard but I want to try it I really want to be a software engineer and a indie game developer but I don’t know where to start with game design or programming
I very liking it but a few things: -the waves suck and not realistic, you can really see the blockyness especially in a highround view. -underwater also need more noise imo. i think fog or some sort of particles can do the job. -the bottom level looks amazing (well with enabled ofc) -foams are good -floating objects are not too bad but neither great Overall, UE fluid flux water system a lot better in every way, but if you are stuck to Unity like myself it's more than enough and it's really easy to implement (by the vid it looks like it.) So i just appreciate it.
Ultimately this is another Unity façade unfortunately. All of the really useful and rich features are available to the latest HDRP iteration are lock away in Unity 2023 which won't even have an LTS version until 2024 April ~ Meaning that this asset won't be available for real production use in the near future and no developer can afford to upgrade to 2023 since no other of the dozen of assets required to make anything descent in this engine that need to be bought in the asset store, supports anything in 2023 yet. I really don't understand why can't Unity release this asset in it's full glory at least with one year backward support ? is that really asking too much ?
Unreal has so much better looking water from an asset video I saw this week. Unity still chasing after Unreal and coming short when they should be chasing stability and feature completeness.
Yes, an asset that isn't part of the engine by default, and is made by a completely third party company, meanwhile unity has this built in, and completely free (Assuming you are talking about fluidflux, in unreal that would cost you 350 euros)
@@volutedberet How many built in features of Unity is a well founded project that makes it to release actually going to use over superior asset store assets? The answer is not many, because every feature they release is rarely release ready and ready to use in a serious project. If you can name a single feature that Unity has released recently that is feature complete, stable and ready for deployment in actual projects. I'll be impressed.
@@darkhummy Although i agree that they often start a bunch of stuff, that they end up leaving half baked or never released, recently they were doing pretty good with actually finishing and delivering good quality features. They released NGO (Netcode for Gameobjects), a really good built in solution to handle everything multiplayer, from simple connection and data sending, to lobbies and automatic port forwarding, and also server hosting. In the 2022LTS build that got released a bit ago, they released their fully fledged volumetric cloud system that has been in the works for a good bit now, and it's really robust, and from a good bit of testing it with different settings, it seems perfectly ready for developing a full game with, the performance was consistently good, and the visuals were really pretty too. There is also the water system in this video, it's not on the level of some of the asset store stuff for now, but from trying it out, it's perfectly ready to deploy a game with. On maxed out settings, with all heavier features like caustics and realtime reflections turned on, it still runs fine (I am running an RTX2060, and the cloud system maxed out, paired with the maxed water settings was running at around 550-600FPS) They also released their ECS and the entire DOTS package (Although this was after like a good few years of development, but it was in working condition for a few years now), and paired with this, they also released Netcode for Entities, which allows the same easy multiplayer development as NGO but using the entity component system Not a standalone feature, but they also added forward+ support to URP, to get rid of the annoying "8 lights per object" limit, that was perviously present Going back to the last LTS, they released their own visual scripting solution, i never used it personally since i like written code a lot more, but from what i read about it, it is working perfectly, and it's pretty good to develop with, even on a larger scale I don't wanna sound like a boot licker for unity, since they genuenly have a ton of stuff to hate about them (Especially their management, their CEO is a greedy PoS, who only wants money and doesn't care about developers), but hate shouldn't be thrown on the engine, just because their new *FREE* feature, can't compete with a fully fledged, paid feature provided by a third party company on an other engine.
@@volutedberet I get your points, however as someone who started as an Indie Dev with Unity, transitioned to a professional dev, where we had an exclusive contract with Unity working with DOTS/ECS a good 2 years before it was release ready. And with 15+ years with Unity experience now. I understand very well that only a select few features of theirs are given the necessary time and development required, and most others fall short and end up being shelf features which with some heavy effort could be used. The reason I think it's important to compare the two and present all the options is because most new developers will be weighing a choice for their first engine and often they won't realise how important this is. When I start a new project these days, I always pick Unity as I know how to do everything and anything in Unity, and I regret it all the time but I just don't have the time to sit down and pickup Unreal. If I could, I really would.
I must say, Unreal Engine's photo realism leaves unity in the dust. It's all nice and stuff, but I wouldn't use unity for realistic scenes, I'd just use unreal engine if I ever need something like this. However, the unity's URP with all the nice shaders in the asset store (Like OToon and such) with combination of post processing erase the gap between unreal's quality and unity's quality and make unity a valid option for stunning games (think about genshin impact as an example for stunning toon style game)
Exactly. This is just my opinion but I think Unity should focus on URP (stylized especially) because that's their niche. Unreal cannot compete there which is great for Unity and since Gadot is upcoming and it focuses on low-end, Unity should look to keep them off their market. URP with Stylized content can run on low-end PCs which is even better. I'm not sure why they want to compete with Unreal when High-End Realistic Graphics is Unreal's territory.
But in unreal does every one use all the fancy sManshy Features of Unreal Engine. if They are Indie Developers. I do Not Think so. Just Because it has all those fancy things does not make it a great Engine if you do not know how to use the Tools. Then what ever Engine you use you can still Make a Crap Game in Unity or Unreal. or any other Engine in fact . Do not blame the tools if you do not know how to use them. Learn your tools before Commenting on other Game Engines and Tools.
How can I specify the water surface mesh?Actually there is a attribute in WaterSurface (waterSurface.mesh) that can specify the shape of water surface,like a wandered river. How can I do this in 23.1 version? I found it has been removed
So glad im starting my unity journey in 2023. Amazing features.
You are probably the only person in the world to say this haha....
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Unreal how easy it is to add an ocean to your game thanks to this.
They need to add the water for URP, even if it's a more stylized type of water.
I think the same
agreed they need to give URP some love in the water department
Aren't them planning on fusing URP and HDRP?
@@ProxyDoug Don't think so and that would be a stupid idea. Unity has a niche in mid-tier graphics that no one else has (which is their universal render pipeline). Most stylized games are created in Unity using the URP. They should just give up trying to catch Unreal Engine at the top tier cause it's never gonna happen.
@@kellowattentertainmentthat aged like milk
yeah a realistic buoyancy tutorial would be great, that's what I've been struggling with for a few weeks now. I'd like to see what your take on it would be.
Sure maybe very soon!
@@BinaryLunar +1 for Buoyancy
but an other (( 3 )) things:
1. - maybe it is nice, to have a Water System out of the Box. I am not a Friend of unreal, but Unreal have since Years.
2. - the User of Built In RP , are always the Loosers ,here to.
3. - the Trash URP Engine, even get no water.
**and HDRP suxx**
that s the Point. HDRP is jus tdeath.
it want to do Things what UNreal can do, but even have the Technical basis of ~ 1900
and Unreal is year 3000.
this is just: the big "Try" to "do something" and say: "Hey we can do like Unreal"
they can not.
lightning in HDRP suxx,
Performance suxx,
technically is HDRP outdatet on every corner.
Assets are incompatible to this trash,
Schader Graph is boring, and disturbing,
And at last: you are limited on Build Platforms.
**unreal wins** and :
**FATALITY**
i see no reason to start step into "HDRP" for this.
it s just a waste of time, better to learn Unreal, in the time you need to understand old trash.
just add a force when an object is submerged in water, how deeper the object how bigger the force multiply this with a buoyancy factor and you have a buoyancy system
yeah that would be awesome!
You can get a pretty good push forward with buoyancy by checking the Boat Attack demo project.
I (somewhat heavily) got that as a starting point for my URP water system, which, I must say, I'm pretty proud of and works quite good. Even has 'underwater' with a 'procedural' volume.
Yes a realistic buoyancy would be great to learn.
Very soon
Very use-full thankyou. (Like the only very good video on how to use this HDRP shader)
You are welcome 😊
just found this out. for the water to show up, you will need to add "AQUAS LITE Camera" to your camera object. After doing that, the water is no longer invisible, and shows its colors.
Thank you so much for this tutorial! Worked great
You are most welcome
This is gorgeous. What would it take to create a large, scripted sorta wave? Sorta very lightly dabbling in early tutorials so I doubt I'd be ready for this any time soon but I was just imagining re-creating a scene from a show that includes a character floating in the water and also a very large wave (at least 15ft?). It wouldn't have to hit the character, but I do wonder if it's possible to make something that has a more realistic look than the sorta sharp cornered mini waves at the shore. You know, somethin with foam and such.
Awesome info! Thanks so much!
I hate having to update unity to get a better feature.
All the stuff you bought from unity store might break, custom shaders might break and it always takes ages when you got a 25GB large project. I'll attempt to create a wave asset myself. The question is how, I could imagine a cylinder cut in half with a texture on it, animated to roll then flatten out on top of a plane and slowly fade out. Maybe several of them with custom normals.
it just look like realistic video , it's awesome , thank you
Thanks....
This Video Help me a lot🥰
You are most welcome!
TO BE HONEST VERY HELPFUL VIDEO FOR ME AND I THINK EVRY UNITY GAME DESIGNER THANKS FOR IT SIR .
Best in Unity for sure.
Thanks great video. 👍
I'am waiting for so long that a good ocean/water solution will implemented in Unity. It was very complex and time consuming to implement realitic oceans.
Now it's a breeze to play with this tool and adding some code to get the results I need.
On the other hand the render pipline is imho not the best solution. There are better ways like UE5.x handle this but unity is on a good way and now we got again the posibilty for create multiplayer games.
Unity still has so much more to do to avoid being hung up by the Unreal Engine and have to rethink some of their concepts, but I love this Engine since 4.x and for me it's currently a pleasure to work with this engine.
yes please, create buoyancy!
For some reason i dont get any basic foam around the shore and objects like you do
Great tutorial thanks! In real life, if I stick something in the water, like a cylinder (perhaps a piling or a navigation buoy) it makes a wake as the current flows past it. Could you show us how to do that?
You are welcome , buoyancy tutorial is on our production list
As I love Unity and developing with it this is still behind any other AAA engine water rendering capabilities. Decima's (Horizon and DeathStranding engine) water rendering, expecially coast approaching waves and foam is waaaay better.
The water on GTA 5 from 10 years ago is still better!
Could you make tutorial how to use APV, probes volume?
For some reason when I built a scene with the Ocean, the ocean is in the build, but the sun reflections, etc and other objects are missing. It works in the Game view from the editor.
Nice timing with this tutorial
looks like most of the cool new features you're showing in this video aren't in HDRP 14.0.7 that comes with 2022 LTS. only the Surface submenu is there with the Water menu. I don't see them anyway, and there are no water samples to download either.
Yes they are part of HDRP 16 as I mentioned in the video.
Great addition ❤
very nice work bro
Kind of you!
the edges where the foam laps on the beach look very blocky and weird on mine, is there a setting to fix that?
I didnt see a realstic water shader made in this HDRP water they must improve it quickly because other game engine like CRY Engine have really amazing realstic water shader. Good Job!
I can't apply deformer I don't know why plss create a full tutorial on this
A buoyancy video world be great
boxy, straight waves, cool if your beach is straight and boxy
I have a custom mesh for the shore. How do I get the waves to form on my meshes shore
How to make water reflection ,please
hmm, this seems outdated already.
I installed HDRP, made sure it was in my package manager, added the ocean, clicked "open", but HDRP Assets says "List is Empty".
How did you get the waves i didn't find it, i'm using the 2022.3.0f1 LTS HDRP
works weirdly with vr stuff
great tutorial! question; how did you record your water sequence timeline? Did you use Unity's recorder, if so the water by default is rendering at 2x or greater speed giving an unrealistic effect. Any ideas for a solution to this, as I can't find any online. Or did you record your sequence with OBS or by other means?
I created .exe build then recorded using nVidia shadow play
@@BinaryLunar ah gotcha, thank you!
As your video 8:21, does water deformer work on Unity2022 Lts? I can't find how to create water deformer on Unity2022. How can I do?
Only on Unity 2023.2
NICE
Dei valor 👍 👏 👍 👏 👍
where you got the sample project?
Is the water system ray-tracing compatible? If not can you still use both post-processing FX at the same time?
Of course 👍
Is the Water Samples only in 2023? Don't see them in 2022
Unfortunately this doesn't hold a candle to Fluid Flux 2 when it comes to waves breaking or what happens on the shoreline
bro in new version 2022 lts adding island option is not available
there is no pack in hdrp pakage manager like water sample, 2022 lts version
what's the music?
I dont uderstand why i dont have the water scene sample package. How do I get this?
Just updated to 2022.3.0f1 LTS but still didn't have HDRP 16 and water samples 🤔
My computer was gasping or air when I tried this :D
Sorry to hear that 😅
great video.. but im still looking for stormy waters !
You can adjust the water parameters
@@BinaryLunar I know but I don't think can be controlled that extent for a storm. Try it and if you get a result put it in a quick video. Showing what parameters to change.
I wished Unity would focus more on actual interactivity with water, rather then the most realistic look. It looks high detail but at the same time very fake/artificial and rigid at the same time, just look at the straightness of those curves approaching the shore, almost looks like a glitch when seen from above. Rendering-wise it looks nice, but not UE5-nice : )
It might not be perfect but it is a great step in the right direction.
why I cant find the water sample in Unity 2022.3.10f1
As mentioned in the video and the description it is part of Unity 2023.2
yeah, ive done it all correctly but the only thing that shows is just a dark blue plane. anyone know how to fix this
Looks amazing. Only I just bought KWS water system. I wonder how they compare?
Well it looks like the other water assets are pretty safe
Is there a way to use this with a 2D project?
No this is 3d , check our first video in the channel it might help you
is this working on mobile with good fps ?
I upgraded to 2023, sky and fog no longer in hierarchy no water shows up in drop down or anything new package manager.
where did they find these settings, this window, these functions, or what should this shader be bound to, I don’t understand how to use it, please tell me?! - th-cam.com/video/Ic_3p90NdxM/w-d-xo.html
what is the good water ocean option in the URP project, why doesn't the Unity team implement this feature in URP?
i was really struggling with fps in HDRP with the an ocean and a basic terrain, around 100 fps. After turning down some settings around 140 not enough for me to build a game upon. Back to my stylized URP water i go
What is your GPU?
@@BinaryLunar 1080 gti, a bit outdated i know but the target is lower end computers aswell
@@steve26278 so that is normal , HDRP is targeted for high end PCs and consols
Hi I am a software engineer in college for IT but I want to also learn game development but I do not not where to start i want to learn python for apps and softwares and C# for games and pc softwares as well I want to start with C# first because i know python is easy and not hard to learn if you know a language already but I want to learn C# for game development and software apps I wanted to know if anyone knew any update courses or tutorials for beginners I do software engineering and also want to do indie game development solo i know that’s hard but I want to try it I really want to be a software engineer and a indie game developer but I don’t know where to start with game design or programming
can u show me the process of making the cut-scene
I very liking it but a few things:
-the waves suck and not realistic, you can really see the blockyness especially in a highround view.
-underwater also need more noise imo. i think fog or some sort of particles can do the job.
-the bottom level looks amazing (well with enabled ofc)
-foams are good
-floating objects are not too bad but neither great
Overall, UE fluid flux water system a lot better in every way, but if you are stuck to Unity like myself it's more than enough and it's really easy to implement (by the vid it looks like it.) So i just appreciate it.
Thanks for your honest review 👍
파도를 깨는 시각 효과를 구현할 수 없습니까?
Link
Ultimately this is another Unity façade unfortunately.
All of the really useful and rich features are available to the latest HDRP iteration are lock away in Unity 2023 which won't even have an LTS version until 2024 April ~
Meaning that this asset won't be available for real production use in the near future and no developer can afford to upgrade to 2023 since no other of the dozen of assets required to make anything descent in this engine that need to be bought in the asset store, supports anything in 2023 yet.
I really don't understand why can't Unity release this asset in it's full glory at least with one year backward support ? is that really asking too much ?
ustedes creen que ya yo me gané las vacaciones por favor yo necesito una
Unreal has so much better looking water from an asset video I saw this week. Unity still chasing after Unreal and coming short when they should be chasing stability and feature completeness.
Yes, an asset that isn't part of the engine by default, and is made by a completely third party company, meanwhile unity has this built in, and completely free (Assuming you are talking about fluidflux, in unreal that would cost you 350 euros)
@@volutedberet How many built in features of Unity is a well founded project that makes it to release actually going to use over superior asset store assets? The answer is not many, because every feature they release is rarely release ready and ready to use in a serious project. If you can name a single feature that Unity has released recently that is feature complete, stable and ready for deployment in actual projects. I'll be impressed.
@@darkhummy Although i agree that they often start a bunch of stuff, that they end up leaving half baked or never released, recently they were doing pretty good with actually finishing and delivering good quality features.
They released NGO (Netcode for Gameobjects), a really good built in solution to handle everything multiplayer, from simple connection and data sending, to lobbies and automatic port forwarding, and also server hosting.
In the 2022LTS build that got released a bit ago, they released their fully fledged volumetric cloud system that has been in the works for a good bit now, and it's really robust, and from a good bit of testing it with different settings, it seems perfectly ready for developing a full game with, the performance was consistently good, and the visuals were really pretty too. There is also the water system in this video, it's not on the level of some of the asset store stuff for now, but from trying it out, it's perfectly ready to deploy a game with. On maxed out settings, with all heavier features like caustics and realtime reflections turned on, it still runs fine (I am running an RTX2060, and the cloud system maxed out, paired with the maxed water settings was running at around 550-600FPS)
They also released their ECS and the entire DOTS package (Although this was after like a good few years of development, but it was in working condition for a few years now), and paired with this, they also released Netcode for Entities, which allows the same easy multiplayer development as NGO but using the entity component system
Not a standalone feature, but they also added forward+ support to URP, to get rid of the annoying "8 lights per object" limit, that was perviously present
Going back to the last LTS, they released their own visual scripting solution, i never used it personally since i like written code a lot more, but from what i read about it, it is working perfectly, and it's pretty good to develop with, even on a larger scale
I don't wanna sound like a boot licker for unity, since they genuenly have a ton of stuff to hate about them (Especially their management, their CEO is a greedy PoS, who only wants money and doesn't care about developers), but hate shouldn't be thrown on the engine, just because their new *FREE* feature, can't compete with a fully fledged, paid feature provided by a third party company on an other engine.
@@volutedberet I get your points, however as someone who started as an Indie Dev with Unity, transitioned to a professional dev, where we had an exclusive contract with Unity working with DOTS/ECS a good 2 years before it was release ready. And with 15+ years with Unity experience now. I understand very well that only a select few features of theirs are given the necessary time and development required, and most others fall short and end up being shelf features which with some heavy effort could be used.
The reason I think it's important to compare the two and present all the options is because most new developers will be weighing a choice for their first engine and often they won't realise how important this is. When I start a new project these days, I always pick Unity as I know how to do everything and anything in Unity, and I regret it all the time but I just don't have the time to sit down and pickup Unreal. If I could, I really would.
I must say, Unreal Engine's photo realism leaves unity in the dust. It's all nice and stuff, but I wouldn't use unity for realistic scenes, I'd just use unreal engine if I ever need something like this. However, the unity's URP with all the nice shaders in the asset store (Like OToon and such) with combination of post processing erase the gap between unreal's quality and unity's quality and make unity a valid option for stunning games (think about genshin impact as an example for stunning toon style game)
Exactly. This is just my opinion but I think Unity should focus on URP (stylized especially) because that's their niche. Unreal cannot compete there which is great for Unity and since Gadot is upcoming and it focuses on low-end, Unity should look to keep them off their market. URP with Stylized content can run on low-end PCs which is even better. I'm not sure why they want to compete with Unreal when High-End Realistic Graphics is Unreal's territory.
But in unreal does every one use all the fancy sManshy Features of Unreal Engine. if They are Indie Developers. I do Not Think so. Just Because it has all those fancy things does not make it a great Engine if you do not know how to use the Tools. Then what ever Engine you use you can still Make a Crap Game in Unity or Unreal. or any other Engine in fact . Do not blame the tools if you do not know how to use them. Learn your tools before Commenting on other Game Engines and Tools.
this is not the most adavandced fluid flux is
Sorry, but the water looks bad.
just watch new UE5 water lol
Can we get this kind of result ?
th-cam.com/video/5uq6XMdlTRM/w-d-xo.html
yes but not with water system :D
water is nice but cant really compare with unreal...
so you need Microsoft Inc Computers to play this simulation
Nope I played on desktop with RTX 2070 GPU
Rest in peace the all the low-end PCs that Unity usually runs on. lol
zero too late too long to arrive too greedy no tutorials but above all it's always too long for new technologies to arrive
Not the most realistic water by far...
Doesn't look realistic.
We appreciate your opinion
Sea of thieves had better visual for their water in my opinion
you are supposed to adjust it to your own project.
@@bitmammothOG Yes but you won't get the adjustments to match the visal quality of sea of thieves no matter how hard you try.
How can I specify the water surface mesh?Actually there is a attribute in WaterSurface (waterSurface.mesh) that can specify the shape of water surface,like a wandered river. How can I do this in 23.1 version? I found it has been removed
more water tutorials! we need boaaaaaaaaats and objectsssss
looks great. you've got a lot of fanboys in your comments lol
not realistic but i like the colors of it