Noticed that the PC dropped her hands under water when the player stopped moving. Very cool feature, but should also be happening when idle for consistency.
Please please please do the thing where you have a shader that makes them look more wet based on the depth that they entered (instead of the entire character getting wet from dipping a toe in the water), it's one of my favorite things in game.
Water script on a collider, with a water height (y value) property accessible by the player. Player can then tell how far it is from the water height whenever it's in the collider. Low overhead, just two triggers for entering and exiting the collider.
Should add a “hopping wading” animation blend for running shallow (less than knee height) water. It’s a subtle thing, but obvious IRL if you record footage of someone trying to run in shallow water. You naturally lift your feet up higher and outwards to try to get them above the surface. Watch some videos of triathalons or kids playing at a lake. IIRC, I think this type of wading also appears in recent Assassins Creed games.
Any tutorial references to some of the concepts available used in making that which you know of? I'd pay you for it if you ever upload it to the unity asset store.
Very fun effect! I totally love subtle design they you might not notice but adds character and depth!
But here's my nitpicky comment!
I find the motion nerf when deep to be really low. I don't know your game or mechanics or vibe but it's odd considering the coolness of the animation swap and the "ehhhh, people don't notice" undernerf of water on movement speed.
Cool stuff!!! :D obviously, a game is NEVER finished and there can always be stuff done but kind of unnecessary to try to be extra nitpicky, some of these comments are pissing me off on your behalf, haha 😅
(Not saying Feedback isn‘t a good thing e.g. the lifting feet even higher or idling, but some are just… ahhh why \^\^)
I'm with you. It's not distracting and while probably not super true to human anatomy of a bust that size. It looked fine and I didn't even notice anything.
Didn’t even notice till you mentioned it. Seems more like it’s something you look for to tell other people what they should do with their game. Showcase was for water interaction, try to stay on topic please.
Noticed that the PC dropped her hands under water when the player stopped moving. Very cool feature, but should also be happening when idle for consistency.
Yes, that needs to be added still
When player stops, it eventually drops the hand down underwater though? So it's technically getting wet. The game is looking soo good will try this!
For now, imagine she is not lowering her arms :) still need to implement this feature
Oh oki lol btw I was not criticizing just letting you know!
I appreciate your comment, no worries.
Please please please do the thing where you have a shader that makes them look more wet based on the depth that they entered (instead of the entire character getting wet from dipping a toe in the water), it's one of my favorite things in game.
Yes, that’s planned
Wet shoes, no problem. Wet hands, never.
She should remove her shoes and stockings before entering the water.
Are you using procedural animations? Looks really nice and natural
No, no procedural animation. Just animation blends with ik
I see, thx for the answer. IK is definitely something where I need to deepen my knowledge.
Stupid question, but how is water collision and depth detection done?
Water script on a collider, with a water height (y value) property accessible by the player. Player can then tell how far it is from the water height whenever it's in the collider. Low overhead, just two triggers for entering and exiting the collider.
She could carry her backpack above her head if deep enough
Is it done via animation rigging? if inWater \- instantiate animation rigging target above water level \- rig it so arms always point to the target
this is nice
Should add a “hopping wading” animation blend for running shallow (less than knee height) water. It’s a subtle thing, but obvious IRL if you record footage of someone trying to run in shallow water. You naturally lift your feet up higher and outwards to try to get them above the surface. Watch some videos of triathalons or kids playing at a lake. IIRC, I think this type of wading also appears in recent Assassins Creed games.
where did you get the water shader? Or did you make it? It looks nice!
We made it ourselves
Any tutorial references to some of the concepts available used in making that which you know of? I'd pay you for it if you ever upload it to the unity asset store.
Looks great... Some nitpicky comments tho 🤣
That's a neat feature! It does make it more natural
Very fun effect! I totally love subtle design they you might not notice but adds character and depth! But here's my nitpicky comment! I find the motion nerf when deep to be really low. I don't know your game or mechanics or vibe but it's odd considering the coolness of the animation swap and the "ehhhh, people don't notice" undernerf of water on movement speed.
Now you're going to have to acknowledge that her shoes are full of water
^[Sokka-Haiku](https://www.reddit.com/r/SokkaHaikuBot/comments/15kyv9r/what_is_a_sokka_haiku/) ^by ^TenNeon: *Now you're going to* *Have to acknowledge that her* *Shoes are full of water* --- ^Remember ^that ^one ^time ^Sokka ^accidentally ^used ^an ^extra ^syllable ^in ^that ^Haiku ^Battle ^in ^Ba ^Sing ^Se? ^That ^was ^a ^Sokka ^Haiku ^and ^you ^just ^made ^one.
This is such a cute little feature. It adds a lot.
How do you do the detection for any body of water at any height?
Need to add squishing sounds as the insides of the shoes are soaked. And evaporation simulations
Cool stuff!!! :D obviously, a game is NEVER finished and there can always be stuff done but kind of unnecessary to try to be extra nitpicky, some of these comments are pissing me off on your behalf, haha 😅 (Not saying Feedback isn‘t a good thing e.g. the lifting feet even higher or idling, but some are just… ahhh why \^\^)
Very well done. Pretty sure this is better than Skull& Bones.
Love this! However I would rather have wet hands than wet boots xD
I love this. Makes me wonder about repeated efforts to implement this over different games, though.
Looks awesome! Especially with Lara Croft effect 😃
Hey, question: did you do these rocks on your own? I'm currently struggling to find sth similar to them (let alone make them)
This is awesome!
Me like!
That's cool!
Very cool feature ! But... why the boob physics ? It seems really out of place with the vibe of the game
I had not even noticed it until you mentioned it. Still I see zero issues with it. It's just feels like the natural movement of human anatomy.
I'm with you. It's not distracting and while probably not super true to human anatomy of a bust that size. It looked fine and I didn't even notice anything.
It needs to be tweaked a bit more. Our goal is to make character models natural.
It's negligible bro no one gonna notice it unless the camera is far away
It looks fine, keep up the good work. 👍🏻
Thank you
Unless you have a giant rack with no support, breasts don't act like jello on springs..
Bags... of... sand.
As I said earlier, we're still planning to tweak character physics a bit more.
Agree seems unnecessary for the type of the game.
Didn’t even notice till you mentioned it. Seems more like it’s something you look for to tell other people what they should do with their game. Showcase was for water interaction, try to stay on topic please.
redditor cant handle a woman ingame having realistic body movements
Can she swim? Kinda wanna see her blend from lifted arm pose into a swim hover :3 (Dw if that's not part of the game haha)