├── .gitignore ├── Assets ├── Other.meta ├── Other │ ├── 185cce7f7cc9fcd80cee931eb338bce8d81cd7db.jpg │ ├── 185cce7f7cc9fcd80cee931eb338bce8d81cd7db.jpg.meta │ ├── New Terrain 1.asset │ ├── New Terrain 1.asset.meta │ ├── New Terrain.asset │ ├── New Terrain.asset.meta │ ├── Water Material.mat │ ├── Water Material.mat.meta │ ├── kisspng-manhattan-hotel-email-company-computer-software-flare-lens-5ad6c3fb825267.5255737115240243155338.png │ └── kisspng-manhattan-hotel-email-company-computer-software-flare-lens-5ad6c3fb825267.5255737115240243155338.png.meta ├── Prefabs.meta ├── Prefabs │ ├── Boat.prefab │ ├── Boat.prefab.meta │ ├── Cube (1).prefab │ ├── Cube (1).prefab.meta │ ├── Cube (2).prefab │ ├── Cube (2).prefab.meta │ ├── Cube.prefab │ ├── Cube.prefab.meta │ ├── Water.prefab │ ├── Water.prefab.meta │ ├── WaterMesh.prefab │ └── WaterMesh.prefab.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Scripts.meta ├── Scripts │ ├── MeshCreator.cs │ ├── MeshCreator.cs.meta │ ├── MovementScript.cs │ ├── MovementScript.cs.meta │ ├── PhysicsScript.cs │ ├── PhysicsScript.cs.meta │ ├── TerrainGenerator.cs │ ├── TerrainGenerator.cs.meta │ ├── UnderWaterScript.cs │ └── UnderWaterScript.cs.meta ├── Terrain Textures Snow Free Samples.meta ├── Terrain Textures Snow Free Samples │ ├── TerrainTex_Snow1_04_d.png │ └── TerrainTex_Snow1_04_d.png.meta ├── _TerrainAutoUpgrade.meta └── _TerrainAutoUpgrade │ ├── layer_Sand (Beach Wet2)(15.000,15.000)(0.000,0.000)(0.000,0.000,0.000),0.000,0.000.terrainlayer │ ├── layer_Sand (Beach Wet2)(15.000,15.000)(0.000,0.000)(0.000,0.000,0.000),0.000,0.000.terrainlayer.meta │ ├── layer_TerrainTex_Snow1_04_d(15.000,15.000)(0.000,0.000)(0.000,0.000,0.000),0.000,0.000.terrainlayer │ ├── layer_TerrainTex_Snow1_04_d(15.000,15.000)(0.000,0.000)(0.000,0.000,0.000),0.000,0.000.terrainlayer.meta │ ├── layer_grass-(15.000,15.000)(0.000,0.000)(0.000,0.000,0.000),0.000,0.000.terrainlayer │ └── layer_grass-(15.000,15.000)(0.000,0.000)(0.000,0.000,0.000),0.000,0.000.terrainlayer.meta ├── Logs └── Packages-Update.log ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | /.vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | 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-------------------------------------------------------------------------------- /Assets/Scenes/SampleScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 99c9720ab356a0642a771bea13969a05 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6c4a2cb748545c341a2ca59792efaba0 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/MeshCreator.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using System.Threading.Tasks; 5 | using UnityEngine; 6 | 7 | public class MeshCreator : MonoBehaviour { 8 | 9 | [Range(2,256)] 10 | public int resolution = 16; 11 | 12 | [Range(1f, 50f)] 13 | public float size = 15f; 14 | 15 | [Range(1f,50f)] 16 | public float rippleNoiseReductionFactor = 5f; 17 | 18 | [Range(0.01f, 50f)] 19 | public float waveHeight = 1f; 20 | 21 | [Range(0.01f, 10f)] 22 | public float secondWaveHeight = 1f; 23 | 24 | [Range(1f, 50f)] 25 | public float waveReductionFactor = 4f; 26 | 27 | [Range(1f, 20f)] 28 | public float waveSpeed = 1f; 29 | 30 | [Range(1f, 20f)] 31 | public float secondWaveSpeed = 1f; 32 | 33 | public bool staticWater = false; 34 | 35 | public float z = 4.7f; 36 | public float h = 0.3f; 37 | public float r = 2.1f; 38 | public float f = -1.1f; 39 | 40 | private Vector3 position; 41 | private Mesh mesh; 42 | 43 | private Vector3[] vertices; 44 | private int[] triangles; 45 | 46 | public float sineOffset = 0.1f; 47 | public float secondSineOffset = 0.1f; 48 | 49 | public Vector3[] Vertices 50 | { 51 | get => vertices; 52 | private set => vertices = value; 53 | } 54 | 55 | private void Awake() 56 | { 57 | initializeMesh(); 58 | position = transform.position; 59 | } 60 | 61 | private void OnValidate() 62 | { 63 | initializeMesh(); 64 | position = transform.position; 65 | UpdateMesh(size); 66 | } 67 | 68 | 69 | // Use this for initialization 70 | void Start () { 71 | initializeMesh(); 72 | position = transform.position; 73 | UpdateMesh(size); 74 | } 75 | 76 | // Run the logic on fixed update as the physics are updated per-frame 77 | void FixedUpdate() 78 | { 79 | if (!staticWater) 80 | { 81 | sineOffset += 0.01f * waveSpeed; 82 | secondSineOffset += 0.02f * secondWaveSpeed; 83 | } 84 | position = transform.position; 85 | UpdateMesh(size); 86 | } 87 | 88 | // Initializes the mesh 89 | void initializeMesh() 90 | { 91 | vertices = new Vector3[resolution * resolution]; 92 | triangles = new int[(resolution - 1) * (resolution - 1) * 6]; 93 | mesh = GetComponent().sharedMesh; 94 | if (mesh == null) 95 | { 96 | GetComponent().sharedMesh = new Mesh(); 97 | mesh = GetComponent().sharedMesh; 98 | } 99 | } 100 | 101 | // Updates the mesh vertices 102 | void UpdateMesh(float s) 103 | { 104 | 105 | s = s / (float)resolution; 106 | 107 | int i = 0; 108 | float offset = sineOffset; 109 | float soffset = secondSineOffset; 110 | //Task[] tasks = new Task[resolution]; 111 | for (int x = 0; x < resolution; ++x) 112 | { 113 | //var ti = i; 114 | //var toffset = offset; 115 | //tasks[x] = Task.Run(() => { setRow(x, ti, toffset, s); }); 116 | //i += resolution; 117 | for (int y = 0; y < resolution; ++y) 118 | { 119 | float noise = Mathf.PerlinNoise(x + offset, y + offset) / rippleNoiseReductionFactor; 120 | vertices[i++] = new Vector3(position.x + (s * x), // X 121 | (position.y + 0.01f) // Y 122 | + (waveHeight * Mathf.Sin(offset) / waveReductionFactor) 123 | //+ (secondWaveHeight * Mathf.Cos(soffset)) 124 | + (noise) 125 | , position.z + (s * y)); // Z 126 | } 127 | offset += 0.3f; 128 | soffset += 0.3f; 129 | } 130 | 131 | int step = resolution; 132 | int index = 0; 133 | for (int y = 0; y < (resolution - 1); ++y) 134 | { 135 | for (int x = 0; x < (resolution - 1); ++x) 136 | { 137 | triangles[index++] = (x + y * resolution); 138 | triangles[index++] = (x + y * resolution) + step + 1; 139 | triangles[index++] = (x + y * resolution) + step; 140 | triangles[index++] = (x + y * resolution); 141 | triangles[index++] = (x + y * resolution) + 1; 142 | triangles[index++] = (x + y * resolution) + step + 1; 143 | } 144 | } 145 | 146 | //Task.WaitAll(tasks); 147 | 148 | 149 | if (mesh != null) 150 | { 151 | mesh.Clear(); 152 | mesh.vertices = vertices; 153 | mesh.triangles = triangles; 154 | mesh.RecalculateNormals(); 155 | } 156 | 157 | } 158 | 159 | 160 | private void setRow(int x, int i, float offset, float s) 161 | { 162 | //Debug.Log(" x = " + x + " i = " + i + " vertices = " + vertices.Length); 163 | for (int y = 0; y < resolution; ++y) 164 | { 165 | float noise = Mathf.PerlinNoise(x + offset, y + offset) / rippleNoiseReductionFactor; 166 | vertices[i++] = new Vector3(position.x + (s * x), // X 167 | (position.y + 0.01f) // Y 168 | + (waveHeight * Mathf.Sin(offset) / waveReductionFactor) 169 | + (noise) 170 | //+ (Mathf.Cos(offset)*waveHeight*0.1f/waveReductionFactor) 171 | , position.z + (s * y)); // Z 172 | } 173 | } 174 | } 175 | -------------------------------------------------------------------------------- /Assets/Scripts/MeshCreator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 69174066bc718344e9ef047ed51505ea 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/MovementScript.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class MovementScript : MonoBehaviour { 6 | 7 | [Range(0.1f, 10f)] 8 | public float speed = 5f; 9 | 10 | private Rigidbody body; 11 | 12 | // Use this for initialization 13 | void Start () { 14 | body = GetComponent(); 15 | } 16 | 17 | // Update is called once per frame 18 | void Update () { 19 | if (Input.GetKey(KeyCode.D)) 20 | { 21 | body.AddForce(Vector3.right * speed); 22 | } 23 | if (Input.GetKey(KeyCode.A)) 24 | { 25 | body.AddForce(Vector3.left * speed); 26 | } 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /Assets/Scripts/MovementScript.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3cd862fdaab321c42af3d6e774d7340b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/PhysicsScript.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Threading; 4 | using System.Threading.Tasks; 5 | using UnityEngine; 6 | 7 | public class PhysicsScript : MonoBehaviour { 8 | 9 | [Range(0f, 50f)] 10 | public float resistance = 5f; 11 | 12 | [Range(0f, 5f)] 13 | public float drag = 0.3f; 14 | 15 | public bool optimizeComparisons = false; 16 | public bool simplifyPhysics = true; 17 | 18 | private MeshCreator water; 19 | private Rigidbody body; 20 | private Vector3[] corners; 21 | private BoxCollider col; 22 | private Vector3[] vertices; 23 | 24 | // Use this for initialization 25 | void Start () { 26 | water = GameObject.FindGameObjectWithTag("Water").GetComponent(); 27 | body = GetComponent(); 28 | col = GetComponent(); 29 | corners = GetColliderVertexPositions(); 30 | } 31 | 32 | // Update is called once per frame 33 | void FixedUpdate () { 34 | corners = GetColliderVertexPositions(); 35 | vertices = water.Vertices; 36 | foreach (Vector3 corner in corners) 37 | { 38 | Vector3 closestPoint; 39 | if (optimizeComparisons) 40 | closestPoint = threadedFindClosest(corner); 41 | else 42 | closestPoint = FindClosest(corner); 43 | if (closestPoint.y > corner.y) 44 | { 45 | Vector3 buoyancyForce; 46 | if (simplifyPhysics) 47 | buoyancyForce = Vector3.up * resistance; 48 | else 49 | buoyancyForce = new Vector3( 50 | (closestPoint - corner).x * resistance / Vector3.Distance(closestPoint, corner), // X 51 | Vector3.up.y * resistance, // Y 52 | (closestPoint - corner).z * resistance / Vector3.Distance(closestPoint, corner)); // Z 53 | 54 | body.AddForceAtPosition(buoyancyForce, corner); 55 | body.AddForceAtPosition(body.GetPointVelocity(corner) * (-drag), corner); 56 | } 57 | } 58 | } 59 | 60 | // Finds the closest point in the water to the given point 61 | Vector3 FindClosest(Vector3 point) 62 | { 63 | Vector3 closest = vertices[0]; 64 | float distance = Vector3.SqrMagnitude(closest - point); 65 | //float distance = Vector3.Distance(closest, point); 66 | foreach (Vector3 vertex in vertices) 67 | { 68 | if (Vector3.SqrMagnitude(vertex - point) < distance) 69 | { 70 | closest = vertex; 71 | distance = Vector3.SqrMagnitude(vertex - point); 72 | } 73 | } 74 | return closest; 75 | } 76 | 77 | // Finds the closest point by running 2 searches at the same time 78 | Vector3 threadedFindClosest(Vector3 point) 79 | { 80 | Vector3 closest1 = vertices[0]; 81 | Vector3 closest2 = vertices[0]; 82 | float distance1 = Vector3.SqrMagnitude(closest1 - point); 83 | //float distance1 = Vector3.Distance(closest1, point); 84 | float distance2 = distance1; 85 | Task[] tasks = new Task[2]; 86 | tasks[0] = Task.Run(() => 87 | { 88 | for (int i = 0; i < vertices.Length/2; i++) 89 | { 90 | if (Vector3.SqrMagnitude(vertices[i] - point) < distance1) 91 | { 92 | closest1 = vertices[i]; 93 | distance1 = Vector3.SqrMagnitude(vertices[i] - point); 94 | } 95 | } 96 | }); 97 | 98 | tasks[1] = Task.Run(() => 99 | { 100 | for (int i = vertices.Length / 2; i < vertices.Length / 2; i++) 101 | { 102 | if (Vector3.SqrMagnitude(vertices[i] - point) < distance2) 103 | { 104 | closest2 = vertices[i]; 105 | distance2 = Vector3.SqrMagnitude(vertices[i] - point); 106 | } 107 | } 108 | }); 109 | 110 | Task.WaitAll(tasks); 111 | 112 | if (distance1 < distance2) 113 | return closest1; 114 | 115 | return closest2; 116 | } 117 | 118 | 119 | Vector3[] GetColliderVertexPositions() { 120 | Vector3[] vtx = new Vector3[8]; 121 | 122 | BoxCollider b = col; 123 | 124 | vtx[0] = transform.TransformPoint(b.center + new Vector3(b.size.x, -b.size.y, b.size.z) * 0.5f); 125 | vtx[1] = transform.TransformPoint(b.center + new Vector3(-b.size.x, -b.size.y, b.size.z) * 0.5f); 126 | vtx[2] = transform.TransformPoint(b.center + new Vector3(-b.size.x, -b.size.y, -b.size.z) * 0.5f); 127 | vtx[3] = transform.TransformPoint(b.center + new Vector3(b.size.x, -b.size.y, -b.size.z) * 0.5f); 128 | 129 | vtx[4] = transform.TransformPoint(b.center + new Vector3(b.size.x, b.size.y, b.size.z) * 0.5f); 130 | vtx[5] = transform.TransformPoint(b.center + new Vector3(-b.size.x, b.size.y, b.size.z) * 0.5f); 131 | vtx[6] = transform.TransformPoint(b.center + new Vector3(-b.size.x, b.size.y, -b.size.z) * 0.5f); 132 | vtx[7] = transform.TransformPoint(b.center + new Vector3(b.size.x, b.size.y, -b.size.z) * 0.5f); 133 | 134 | return vtx; 135 | } 136 | 137 | } 138 | -------------------------------------------------------------------------------- /Assets/Scripts/PhysicsScript.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 873dc0b3553345a4499d55c4e4c029fa 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/TerrainGenerator.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | 6 | public class TerrainGenerator : MonoBehaviour { 7 | 8 | Terrain terrain; 9 | 10 | public int depth = 1; 11 | public int width = 10; 12 | public int height = 10; 13 | 14 | public float scale = 1f; 15 | 16 | 17 | // Use this for initialization 18 | void Start () { 19 | terrain = GetComponent(); 20 | } 21 | 22 | // Update is called once per frame 23 | void OnValidate () { 24 | terrain = GetComponent(); 25 | terrain.terrainData = GenerateTerrain(terrain.terrainData); 26 | } 27 | 28 | private void Update() 29 | { 30 | terrain.terrainData = GenerateTerrain(terrain.terrainData); 31 | } 32 | 33 | private TerrainData GenerateTerrain(TerrainData terrainData) 34 | { 35 | terrainData.heightmapResolution = width + 1; 36 | terrainData.size = new Vector3(width, depth, height); 37 | terrainData.SetHeights(0, 0, GenerateHeights()); 38 | return terrainData; 39 | } 40 | 41 | private float[,] GenerateHeights() 42 | { 43 | float[,] heights = new float[width, height]; 44 | for (int x = 0; x < width; ++x) 45 | { 46 | for (int y = 0; y < height; ++y) 47 | { 48 | heights[x,y] = CalculateHeights(x, y); 49 | } 50 | } 51 | return heights; 52 | } 53 | 54 | private float CalculateHeights(int x, int y) 55 | { 56 | float xCoord = (float)x / width * scale; 57 | float yCoord = (float)y / height * scale; 58 | 59 | return Mathf.PerlinNoise(xCoord, yCoord); 60 | } 61 | } 62 | -------------------------------------------------------------------------------- /Assets/Scripts/TerrainGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d1654e9b43d6a6a439e3a5fd5590e0f5 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/UnderWaterScript.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Threading.Tasks; 4 | using UnityEngine; 5 | //using UnityEngine.PostProcessing; 6 | 7 | public class UnderWaterScript : MonoBehaviour 8 | { 9 | 10 | //public PostProcessingBehaviour post; 11 | //private MeshCreator water; 12 | //private Vector3[] vertices; 13 | 14 | //// Use this for initialization 15 | //void Start() 16 | //{ 17 | // post = GetComponent(); 18 | // water = GameObject.FindGameObjectWithTag("Water").GetComponent(); 19 | // vertices = water.getVertices(); 20 | //} 21 | 22 | //// Update is called once per frame 23 | //void FixedUpdate() 24 | //{ 25 | // vertices = water.getVertices(); 26 | // Vector3 closestPoint = getClosest(transform.position); 27 | // if (closestPoint.y > transform.position.y) 28 | // { 29 | // RenderSettings.fogDensity = 0.15f; 30 | // post.profile.colorGrading.settings.channelMixer.blue.Set(0f,0f,2f); 31 | // post.profile.colorGrading.settings.channelMixer.red.Set(0f,0f,0f); 32 | // post.profile.colorGrading.settings.channelMixer.green.Set(0f,1f,1f); 33 | // } 34 | // else 35 | // { 36 | // RenderSettings.fogDensity = 0.04f; 37 | // post.profile.colorGrading.settings.channelMixer.blue.Set(0f, 0f, 1.14f); 38 | // post.profile.colorGrading.settings.channelMixer.red.Set(0f, 0f, 0f); 39 | // post.profile.colorGrading.settings.channelMixer.green.Set(0f, 1f, 0f); 40 | // } 41 | //} 42 | 43 | //Vector3 getClosest(Vector3 point) 44 | //{ 45 | // Vector3 closest1 = vertices[0]; 46 | // Vector3 closest2 = vertices[0]; 47 | // float distance1 = Vector3.Distance(closest1, point); 48 | // float distance2 = distance1; 49 | // Task[] tasks = new Task[2]; 50 | // tasks[0] = Task.Run(() => 51 | // { 52 | // for (int i = 0; i < vertices.Length / 2; i++) 53 | // { 54 | // if (Vector3.Distance(vertices[i], point) < distance1) 55 | // { 56 | // closest1 = vertices[i]; 57 | // distance1 = Vector3.Distance(vertices[i], point); 58 | // } 59 | // } 60 | // }); 61 | 62 | // tasks[1] = Task.Run(() => 63 | // { 64 | // for (int i = vertices.Length / 2; i < vertices.Length / 2; i++) 65 | // { 66 | // if (Vector3.Distance(vertices[i], point) < distance2) 67 | // { 68 | // closest2 = vertices[i]; 69 | // distance2 = 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-------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Sat Oct 6 09:08:57 2018 3 | 4 | Packages were changed. 5 | Update Mode: updateDependencies 6 | 7 | The following packages were added: 8 | com.unity.collab-proxy@1.2.9 9 | The following packages were updated: 10 | com.unity.analytics from version 2.0.16 to 3.0.9 11 | com.unity.package-manager-ui from version 1.9.9 to 2.0.0-preview.7 12 | com.unity.textmeshpro from version 1.2.1 to 1.3.0 13 | 14 | === Wed Dec 26 16:32:53 2018 15 | 16 | Packages were changed. 17 | Update Mode: updateDependencies 18 | 19 | The following packages were added: 20 | com.unity.timeline@0.0.0-builtin 21 | com.unity.xr.legacyinputhelpers@1.0.0 22 | The following packages were updated: 23 | com.unity.analytics from version 3.0.9 to 3.2.2 24 | com.unity.package-manager-ui from version 2.0.0-preview.7 to 0.0.0-builtin 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"com.unity.modules.physics": "1.0.0", 22 | "com.unity.modules.physics2d": "1.0.0", 23 | "com.unity.modules.screencapture": "1.0.0", 24 | "com.unity.modules.terrain": "1.0.0", 25 | "com.unity.modules.terrainphysics": "1.0.0", 26 | "com.unity.modules.tilemap": "1.0.0", 27 | "com.unity.modules.ui": "1.0.0", 28 | "com.unity.modules.uielements": "1.0.0", 29 | "com.unity.modules.umbra": "1.0.0", 30 | "com.unity.modules.unityanalytics": "1.0.0", 31 | "com.unity.modules.unitywebrequest": "1.0.0", 32 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 33 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 34 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 35 | "com.unity.modules.unitywebrequestwww": "1.0.0", 36 | "com.unity.modules.vehicles": "1.0.0", 37 | "com.unity.modules.video": "1.0.0", 38 | "com.unity.modules.vr": "1.0.0", 39 | "com.unity.modules.wind": "1.0.0", 40 | "com.unity.modules.xr": "1.0.0" 41 | } 42 | } 43 | 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Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity-Water-Simulation 2 | A project for water simulation in Unity. 3 | 4 | ![view](https://thumbs.gfycat.com/ImpressionableMetallicBernesemountaindog-size_restricted.gif) 5 | 6 | .Net 4.5 or higher is required. You may have to configure the settings to match your System's version of .NET. 7 | --------------------------------------------------------------------------------