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Have you checked the documentation to resolve your problem?
I have read the linked documentation and could not resolve my issue.
Current Behavior
I recently upgraded to Crest 5 version 5.3.0 from 5.1.1 in a large unity project (2023.2.20f1) and have an Issue where my ship game objects when load into a large scene (733mb) explode into the sky.
I'm using Dynamic Water Physics 2 for the water object physics(2.21f1), I also tried updating this to latest version, but issue still occurs.
Also on rare occasions through the Editor's Play Mode the ocean mesh extrudes out pillars, see screenshots for refference.
I believe it is some issue with the DWP WaterObject and the Wake objects each ship game object has.
The wakes are using quad planes with Crest Animated Waves Input along with the Crest/Inputs/Animated Waves/Add From Texture shader.
I tried various tactics such as disabling the rigid bodies of each ship and running a coroutine delay to enable one second after scene loads via the Start() MonoBehaviour, or turning the game objects all inactive then setting active post scene load.
At times I get the following error, but this does not always occur at the same time I get the problem described above.
rigidbody.force assign attempt 'XXXXX' Input force is { NaN, -Infinity, NaN }. UnityEngine.Rigidbody:AddForce (UnityEngine.Vector3)
NWH.DWP2.WaterObjects.WaterObject:FixedUpdate () (at Assets/NWH/Dynamic Water Physics 2/Scripts/WaterObject/WaterObject.cs:474)
the DWP2 docs does mention an issue under tips about objects jumping/flying away from the ocean surface but only if the mass is small, my ship game objects have a mass of over 4000 to 80000, so I dont think this is the issue. https://www.dynamicwaterphysics.com/doku.php/WaterObjectManual
I have not been able to reproduce this problem my small ship development scenes.
I am unable to share the project at this stage, and it's bit of a stretch posting this here, but im hoping the developers may have some insight.
Kind regards.
Expected Behavior
The ship game objects should stay floating ontop of the ocean surface.
Steps To Reproduce
No response
Unity Version
2023.2.20f1
Crest Version
5.3.0
Render Pipeline
High Definition
Editor or Standalone
Editor (Play Mode), Standalone
Environment
- OS: Windows 10 Pro (22H2)
- GPU: NVIDIA GeForce RTX 3080 (Driver 560.94)
- Graphics API: DX12
- Target Platform: Windows
Anything else?
No response
The text was updated successfully, but these errors were encountered:
That's strange, as I would think it is a DWP2 issue, but upgrading Crest seems to be the isolated factor . Let's put this on hold until 5.4.0 is released in a few days, and I will get you to retest, as it has a lot of bug fixes.
Tested with the 5.4.0 update, unfortunately the problems i'm having still exist (tested within the editor - Play Mode). When I get more time will need to investigate if the issue can be pin pointed down to one of the components being used: DWP2, Crest Sphere Water Interactions, Water Culling or some other element.
Is there an existing issue for this?
Have you checked the documentation to resolve your problem?
Current Behavior
I recently upgraded to Crest 5 version 5.3.0 from 5.1.1 in a large unity project (2023.2.20f1) and have an Issue where my ship game objects when load into a large scene (733mb) explode into the sky.
I'm using Dynamic Water Physics 2 for the water object physics(2.21f1), I also tried updating this to latest version, but issue still occurs.
Also on rare occasions through the Editor's Play Mode the ocean mesh extrudes out pillars, see screenshots for refference.
I believe it is some issue with the DWP WaterObject and the Wake objects each ship game object has.
The wakes are using quad planes with Crest Animated Waves Input along with the Crest/Inputs/Animated Waves/Add From Texture shader.
I tried various tactics such as disabling the rigid bodies of each ship and running a coroutine delay to enable one second after scene loads via the Start() MonoBehaviour, or turning the game objects all inactive then setting active post scene load.
At times I get the following error, but this does not always occur at the same time I get the problem described above.
rigidbody.force assign attempt 'XXXXX' Input force is { NaN, -Infinity, NaN }. UnityEngine.Rigidbody:AddForce (UnityEngine.Vector3)
NWH.DWP2.WaterObjects.WaterObject:FixedUpdate () (at Assets/NWH/Dynamic Water Physics 2/Scripts/WaterObject/WaterObject.cs:474)
the DWP2 docs does mention an issue under tips about objects jumping/flying away from the ocean surface but only if the mass is small, my ship game objects have a mass of over 4000 to 80000, so I dont think this is the issue.
https://www.dynamicwaterphysics.com/doku.php/WaterObjectManual
I have not been able to reproduce this problem my small ship development scenes.
I am unable to share the project at this stage, and it's bit of a stretch posting this here, but im hoping the developers may have some insight.
Kind regards.
Expected Behavior
The ship game objects should stay floating ontop of the ocean surface.
Steps To Reproduce
No response
Unity Version
2023.2.20f1
Crest Version
5.3.0
Render Pipeline
High Definition
Editor or Standalone
Editor (Play Mode), Standalone
Environment
Anything else?
No response
The text was updated successfully, but these errors were encountered: