Simple Liquid Simulation in Unity!

Поділитися
Вставка
  • Опубліковано 27 лис 2024

КОМЕНТАРІ • 318

  • @CodeMonkeyUnity
    @CodeMonkeyUnity  3 роки тому +20

    🌐 Have you found the videos Helpful and Valuable?
    ❤️ Get my Courses unitycodemonkey.com/courses or Get my Steam Games 🎮 unitycodemonkey.com/gamebundle

    • @kunkerkar
      @kunkerkar 3 роки тому

      The trick of using another camera is it similar to ray marching?!

    • @muhiramadhan591
      @muhiramadhan591 3 роки тому

      How good it is if used for android? is it will be laggy?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 роки тому +1

      @@muhiramadhan591 Depends on how many particles you use, what other things you have running in your game and your target device.

  • @PositronQ
    @PositronQ 3 роки тому +211

    Only one thing I need to say: WHAT A TIME TO BE ALIVE

    • @gamemotronixg3965
      @gamemotronixg3965 3 роки тому +2

      YES DR.

    • @PinikRahman
      @PinikRahman 3 роки тому +24

      15 minute papers

    • @gokhancakr661
      @gokhancakr661 3 роки тому +8

      I understood that reference

    • @shadmansudipto7287
      @shadmansudipto7287 3 роки тому

      Carlo joneidfhehejsjdbfndjejsndn

    • @joepeters8746
      @joepeters8746 3 роки тому +6

      WHAT A TIME TO BE ALIVE, BUT NO TUTORIAL FOR YOU.
      Watching his videos is like going in a candy shop but you are just allowed to look

  • @honglouis
    @honglouis 3 роки тому +64

    Wait, this is that mobile game ad where the guy keeps dropping lava on his gold.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 роки тому +17

      Heh yup I've seen tons of those ads, stay tuned for an interesting video soon!

    • @dogisgone
      @dogisgone 2 роки тому

      Found it

  • @peppidesu
    @peppidesu 3 роки тому +56

    if you want the water surface to not be entirely still at rest
    - get some perlin noise
    - sample using combination of time and world space coordinates
    - feed into the thickness modifier

  • @CodeMonkeyUnity
    @CodeMonkeyUnity  3 роки тому +7

    💬 Liquids! Fluids! Gas!
    Making perfectly accurate liquids is extremely difficult but this simplified method should work in most cases.
    I really like how this looks and you can go as crazy as you want with interesting shader effects!
    Videos Referenced:
    Make Awesome Effects with Shader Graph in Unity!
    ua-cam.com/video/VsUK9K6UbY4/v-deo.html
    Awesome Building Construction Shader Effect!
    ua-cam.com/video/OzyLWXTr3Io/v-deo.html
    Simple Wind Shader Effect in Unity
    ua-cam.com/video/VcUiksxYT88/v-deo.html
    Sprite Outline - Shader Graph Tutorial
    ua-cam.com/video/FvQFhkS90nI/v-deo.html

  • @HexZwei
    @HexZwei 3 роки тому +7

    This is the best Unity Channel on UA-cam

  • @achraf_1cy679
    @achraf_1cy679 3 роки тому +31

    Nice Tutorial Man,
    at least we have someone to replace brackeys place

    • @galrose7165
      @galrose7165 3 роки тому +2

      CodeMonkey is much better than brackeys :D

    • @nikeedev
      @nikeedev 2 роки тому

      @@galrose7165 Eyyy Respect everyone! Have you thinked before you said that?! OMG why did you do that....?

    • @galrose7165
      @galrose7165 2 роки тому

      @@nikeedev Comparing content is disrespecting? You must get your feelings hurt often.

  • @guusknol3862
    @guusknol3862 3 роки тому +6

    i legit bought an Asset for this like a week ago, but this would work even better.... (thank you)

  • @superpatchemario
    @superpatchemario 3 роки тому +17

    My pc is gonna cry after this

  • @robertdorn4081
    @robertdorn4081 3 роки тому +10

    Worms WMT does it basically the same way. I already tested it with Dots, which has the benefits to have much more water "particles". I also change the mass of the objects which are depends on the world space height. It helps a bit to get a better flat surface on top

    • @zimi992
      @zimi992 2 роки тому

      Thats an amazing idea

  • @arcday4281
    @arcday4281 3 роки тому +23

    Where's My Water?

  • @akc21adt
    @akc21adt 3 роки тому +27

    0:22 Be water my friend - Bruce lee

    • @akc21adt
      @akc21adt 3 роки тому

      Lol i laughed.too much on ur dialog.😂

    • @JediMediator
      @JediMediator 3 роки тому

      I was waiting for this the whole intro :P

  • @eyuptaskn3149
    @eyuptaskn3149 2 роки тому +2

    I love the way you define liquid by saying Bruce Lee's words.

  • @ScilexGuitar
    @ScilexGuitar 3 роки тому +4

    This is so awesome! I might use this technique in the future for an educational game in Chemistry

  • @darkfafi
    @darkfafi 3 роки тому +65

    If Bruce Lee were to be a game developer

    • @MrRedpearl
      @MrRedpearl 3 роки тому +3

      Paused just to find this comment

    • @MegaSeraphimon
      @MegaSeraphimon 2 роки тому +2

      Was starting to think no one noticed

    • @FernandoPosserPinheiro
      @FernandoPosserPinheiro 9 місяців тому

      This is the comment I was looking for 😂 I was thinking no one noticed

  • @cocoduck7745
    @cocoduck7745 2 роки тому +4

    You can swap this to only using colliders and rigidbodys on the border or surface of the liquid shape and attach bones to it in sprite editor. It would be a lot less resource heavy.

  • @diogoaguiam
    @diogoaguiam 3 роки тому +4

    omg that Bruce Lee quote

  • @untildawnstudio7152
    @untildawnstudio7152 3 роки тому +2

    I knew there was a LOT of magic behind ;) Congrats love it! Thanks for sharing

  • @crazycat1380
    @crazycat1380 3 роки тому +4

    I liked when the sprite animator turned into a sprite renderer.

  • @vivekgamedev
    @vivekgamedev 3 роки тому +1

    Every other tutorial channel: Let's make a game.
    CodeMOnkey: Ok, guys let's make a fluid.
    Awesome work sir...keep it and thank you for the awesome tutorial.

  • @crytaza3831
    @crytaza3831 3 роки тому +6

    I am trying to add a lake to my game and I found this very useful

  • @__Rizzler__
    @__Rizzler__ 3 роки тому +1

    This codemonkey is rocking

  • @IndicIndieGameDev
    @IndicIndieGameDev Рік тому

    That Bruce Lee reference was dope!

  • @roshanthapa1297
    @roshanthapa1297 3 роки тому +1

    I was waiting for it. Super awesome 🔥. Thanks for this.👍

  • @lillaiwazz
    @lillaiwazz 3 роки тому +9

    I would love a tutorial for optimizing this :)

  • @Tarodev
    @Tarodev 3 роки тому +7

    Absolutely amazing. You're an inspiration Code Monkey. I've started making tutorials and would love to hear what you think!

    • @yahyabhatti7398
      @yahyabhatti7398 2 роки тому +1

      Your tutorials are amazing

    • @Tarodev
      @Tarodev 2 роки тому +1

      @@yahyabhatti7398 thanks buddy. I wrote this comment when I had just one video on the board. Humble beginnings 😊

    • @yahyabhatti7398
      @yahyabhatti7398 2 роки тому +1

      @@Tarodev of course man. You've come quite far in the timespan of just a year. I've learned a lot from you. I'm using DoTween in almost every project thanks to you. I've also developed a game that makes use of your trajectory projection technique. (You were right about that not being my mother's trajectory line 😂.) One thing I've yet to figure out is where should I prefer async await over coroutines 🤔. All in all your tutorials have helped me a lot. I'll forever be grateful to you for that. Thank you ☺️

    • @Tarodev
      @Tarodev 2 роки тому +1

      @@yahyabhatti7398 that's amazing brother. I'm so glad I could help you on your journey 🙏
      I plan on doing a more in depth async video in the future. That might clear it up a bit 😊

    • @yahyabhatti7398
      @yahyabhatti7398 2 роки тому +1

      @@Tarodev I'll be looking forward to it. Have an amazing day ahead 🌻

  • @mufelo
    @mufelo 3 роки тому +7

    Pretty simple effect, loved the shader bit. Next step would be to make this with ECS and have billions of particles? ;)

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 роки тому +1

      Yup that would be awesome! I wonder how far we could push it

    • @Xeros08
      @Xeros08 3 роки тому +4

      I still think that if you have to simulate thousands of particles, celular automata is the way.
      Uses less resources; Unity GameObjects take a lot of resources, even more if you add colliders to lots of them. This can easilly get out of hands.

    • @mufelo
      @mufelo 3 роки тому +1

      @@Xeros08 Indeed.

  • @alexh.4644
    @alexh.4644 3 роки тому +2

    Awesome!
    You could make a whole puzzle game out of that fluid demo at the end. Something like the player has to get x amount of the fluid / gas from point a to b.

    • @Necronomicron8
      @Necronomicron8 2 роки тому

      All 3 «How To Bathe Your Cat» games have it. (UA-cam doesn't let me post a link, so search for them yourself.)

  • @EnderElohim
    @EnderElohim 2 роки тому +1

    What a lovely Bruce Lee quote :D

  • @danroden830
    @danroden830 3 роки тому +4

    this looks a lot like what noita does. just add some particle interactions with the environment and things get very dynamic and fun

    • @Xeros08
      @Xeros08 3 роки тому +3

      Looks like it, but its not the same:
      This uses GameObjectes with colliders for any fluids.
      Noita uses celular automata for simulating all the particles, as it has to handle thousands of "pixels" at a time.

  • @page0809
    @page0809 3 роки тому +2

    This was awesome man!! Thank you!!

  • @ziccodx
    @ziccodx 3 роки тому +1

    Oh no, that's the ad that keeps haunting me!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 роки тому +1

      Which one? The misleading mobile ads games? If so, stay tuned for an interesting video next week!

  • @syedalishahbukhari8845
    @syedalishahbukhari8845 3 роки тому +2

    ♥️♥️♥️ very nice explanation

  • @leonardo6631
    @leonardo6631 3 роки тому +3

    THAT'S SO COOL 😱😱😱

  • @elektra81516
    @elektra81516 3 роки тому +10

    I feel like you could also use ECS with the Jobs System in order to really maximize performance with millions of particles at once.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 роки тому +5

      Yup, it would be fun to see how many particles we could add with DOTS!

    • @jhond.rockfeller
      @jhond.rockfeller 3 роки тому +1

      @@CodeMonkeyUnity How can do this for 2d Platform ?

  • @James-op6ls
    @James-op6ls Рік тому

    Love the Bruce Lee reference

  • @itay7884
    @itay7884 3 роки тому +4

    it's cool technic for Simulation but i can't imagine using this in any serious game

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 роки тому

      Why not? There's tons of puzzle games that use liquids, same thing for Terraria and Noita.

    • @itay7884
      @itay7884 3 роки тому

      @@CodeMonkeyUnity because it's very preformence heavy

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 роки тому +1

      ​@@itay7884 All that means is that you can't create a giant ocean but it's perfectly suitable for reasonably-sized bodies of liquid.

    • @AlFredo-sx2yy
      @AlFredo-sx2yy 2 роки тому

      @@CodeMonkeyUnity i love how you tried to lie about noita using this kind of system lmaooooo

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 роки тому

      @@AlFredo-sx2yy What? Lie about what?

  • @oggyiu
    @oggyiu Рік тому +1

    love your tutorial and bruce lee quote ;)

  • @rodrigo98silva
    @rodrigo98silva 3 роки тому

    looks nice to implement with unity DOTS

  • @joshbishop
    @joshbishop 3 роки тому +16

    Could you use the unity particle system to get more particles without the performance difference?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 роки тому +11

      Hmm maybe but not sure, the limitation is mainly with the Physics engine not the Rendering engine.

    • @lintonfor4035
      @lintonfor4035 2 роки тому +3

      No because particles need to collide woth each other as well

  • @TheNinjaOfTheGoldenTemple
    @TheNinjaOfTheGoldenTemple Рік тому

    great use of the techniques!!! GG!

  • @mrmendee
    @mrmendee 3 роки тому +2

    Great tutorial.
    It motives me to create easy game.
    Thanks and thumbs up.

  • @westingtyler1
    @westingtyler1 3 роки тому +5

    wow now somebody can finally make the game all those facebook game ads deceptively pretend to be. ya know, the ones with the lava, pile of gold, soldier, and monsters in different compartments. i want to play that game!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 роки тому +4

      Yup that's exactly the plan! I've always been annoyed seeing those fake game ads and now I can make them real!

    • @westingtyler1
      @westingtyler1 3 роки тому

      @@CodeMonkeyUnity if you make this game I will buy it for real!

    • @surgicalmaterials
      @surgicalmaterials 3 роки тому +1

      @@westingtyler1 guess what he did?

  • @ikkeniikkewel
    @ikkeniikkewel 2 роки тому

    This guys voice makes me think of Kermit the frog. Good to know the muppets are still inovating after all this years. :)

  • @MrLukimen
    @MrLukimen 3 роки тому +1

    Amazing! Thanks for this Tutorial

  • @ItsAkile
    @ItsAkile 3 місяці тому

    Wow it’s pretty

  • @sspyrshlsx3740
    @sspyrshlsx3740 3 роки тому +3

    No way, I was just thinking about this like yesterday and it popped up in my recommendations

  • @keremyokuva5185
    @keremyokuva5185 3 роки тому +2

    an implementation of this in entity component system will solve performance problems.

  • @swordsmanbaby9520
    @swordsmanbaby9520 3 роки тому +2

    This is soo helpful

  • @MatanNaveh
    @MatanNaveh 3 роки тому +2

    0:25 Be water my friend.

  • @520theghostskullgamingchan7
    @520theghostskullgamingchan7 3 роки тому +1

    Awesome thats great.

  • @Dipenci
    @Dipenci Рік тому +2

    Im usign Unity 2021 and im trying to put de Texture on the Quad, but there doesnt seem to be a "Base Texture"

  • @JediMediator
    @JediMediator 3 роки тому +3

    Hey CodeMonkey, this is a really cool proof of concept! Have you seen games like Sanspiel and Noita? They use a different strategy to achieve some pretty dazzling results. I, for one, would love to see a tutorial on how to achieve something similar in Unity. Any chance you might delve into that in the future?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 роки тому +3

      Yup Noita is very impressive, I've seen the tech behind it on a GDC talk they made, they use cellular automata for the simulations.
      Whenever I get back into Unity DOTS I'll certainly be experimenting with making a system like that, it should be 100x more performant than the simple system in this video.

  • @momozaki4453
    @momozaki4453 Рік тому

    GREAT Tutorial, thank you!! 👌👌

  • @orderlyhippo1569
    @orderlyhippo1569 3 роки тому +6

    Been waiting for this from you! Thank you!
    Out of curiosity, why didn’t you merge the circles’s mesh when the rigid bodies touch via code? I’m a beginner, so have mercy!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 роки тому +6

      Making some code to look at all the circles and dynamically generate a mesh would be extremely complex and likely much worse performance. In this case working with pixels is much better.

    • @orderlyhippo1569
      @orderlyhippo1569 3 роки тому +1

      @@CodeMonkeyUnity Huh. Interesting. In my personal project, I was attempting to draw a mesh from 3D physics bodies. To make an ocean surface for more realistic shoreline. Was hoping the DOTS would help, but I don’t want to blow up my PC 😂. Physics are difficult.
      Thanks for the response!

    • @Sylfa
      @Sylfa 2 роки тому

      In that case you're discussing marching squares/cubes to build the appropriate mesh. You'd also want to consider looking into doing so on the GPU instead of the CPU. There's tutorials out there for it, but it's a step up in difficulty, and you certainly would have to be mindful of how much you attempt to do at once.
      In particular, if you're doing an ocean worth of water then you can probably ignore how water is affected if someone throws a rock in the ocean on the other side. In that case you want to look at ocean waves simulations and leave the water physics for places where the simulation is worth the cost of doing.

  • @boxitor9355
    @boxitor9355 2 роки тому

    For really good results you can just skip the entire shader thing and just use the Legacy Shaders/Transparents/Cutout/Soft edge Unlit

  • @Playing
    @Playing 3 роки тому +2

    😂 I saw your ad in your video what a coincidence 😅

  • @ethan6482
    @ethan6482 6 місяців тому

    Thanks you for this video, I work for a school project in 3d and I use 20 spheres for the fluid and it's work very well. But can I use a 3D render texture for my project ?

  • @shysinspiredcreations7818
    @shysinspiredcreations7818 2 роки тому

    I wish there was an updated version of this tutorial for 2020.3.32f1 a lot of things have changed, including shader graph stuff making it quite a bit harder to follow along for newbies such as myself.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 роки тому

      I covered Shader Graph changes here ua-cam.com/video/azGMuP9ks8U/v-deo.html
      What else changed?

    • @shysinspiredcreations7818
      @shysinspiredcreations7818 2 роки тому

      @@CodeMonkeyUnity I just learned about the difference in urp and the standard with the unity engine. I was using standard. When I used urp all the same options were suddenly there. My newbieness got me. Lol

  • @kioka2
    @kioka2 2 роки тому +1

    Very good! But is there any way to do it without using more than one camera and Renderer Texture?

  • @coldcloudmedia2106
    @coldcloudmedia2106 3 роки тому

    Absolutely brilliant! Thanks :)

  • @Unity-BR
    @Unity-BR 2 роки тому

    Nice! Thank you!

  • @wing-views
    @wing-views 2 роки тому

    Works great. How can we optimize the performance?

  • @makeru4024
    @makeru4024 Рік тому +1

    Can i mix the colors together? currently i can only display one color at a time

  • @dartutorials7859
    @dartutorials7859 3 роки тому +7

    Finally my character can have water : D 😂😂

  • @catafest
    @catafest 3 роки тому

    water has a few peaks, maybe you should decrease the force of friction and increase the force of gravity ...

  • @santiagojuarez1289
    @santiagojuarez1289 3 роки тому

    THAAANKS 🙏

  • @gridvid
    @gridvid 3 роки тому +2

    Would the performance increase by using unity's particle system?

  • @mcnoob1898
    @mcnoob1898 4 місяці тому +1

    Can you make Sph

  • @FreedivingTrainer
    @FreedivingTrainer 3 роки тому +3

    Bruce Lee approves :)

  • @jhond.rockfeller
    @jhond.rockfeller 3 роки тому +1

    Cool tutorial bro, Thanks for everything 😉🖤

  • @User33423
    @User33423 3 роки тому +2

    Hmm its awesome but as soon as you start adding more fluid your cpu is gonna die beacuse it has to simulate so many rigidbodies.

  • @Duros360
    @Duros360 2 роки тому +2

    8:20 I don't get it, I've followed the instructions completely and when I go into game view the particles are not visible at all. I'm using a newer version of unity (2021.3.6f1), as the only real inspector difference I can think of is on the fluid camera: I dont have an Output option, I have a target option, and thats what I set the texture to

    • @nuhu784
      @nuhu784 Рік тому

      Use Universal Render Pipeline

  • @branidev
    @branidev 3 роки тому +1

    What do you suggest to use some advanced Liquid Asset from the store? Because performance wise, if you wanna do I don't know something like a Worms Game, when you destroy some Land then water start spreading....

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 роки тому +1

      Obi Fluid seems to be the best but I haven't tried it although this approach would work just fine in a Worms-like game, you usually have a handful of lakes, not oceans.

  • @me1970
    @me1970 3 роки тому +2

    Could you simulate bouyancy with particles?

  • @i_am_reshad
    @i_am_reshad Рік тому +1

    Bruce Lee word at 0:28

  • @jamian_eg0istique
    @jamian_eg0istique 2 роки тому

    Or you could simply make collider of particles smaller/sprite bigger and add some texture effects at the beginning of vid. Anyway it looks amazing, but too complicated.

  • @DevBishwasBh
    @DevBishwasBh 3 роки тому

    I guess, we also need to code surface tension of water.

  • @StellarMirage
    @StellarMirage 3 роки тому

    Hey can you make a video on 3d fluid simulation please. Your videos are so good and informative and OfCourse helping.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 роки тому

      You could swap the circles for spheres but that would make it extremely performance intensive.
      For 3D you're really better off using a proper asset that is designed to be performant, there's a bunch of interesting free and paid ones on the asset store.

    • @gonzatoto
      @gonzatoto 2 роки тому

      I've tried to makethis in 3d. To fill a pot of 35 cm diameter x 35 cm height, and with water spheresof 2 cm, it took about 2000 spheres. My notebook couldn't handle it (I7, 16 GB of RAM, integrated videocard ATI Radeon with1 GB). It worked at 2 or 3 fps. I will try something else.

  • @galrose7165
    @galrose7165 3 роки тому +1

    Please make another full udemy course :D

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 роки тому +1

      I will but those take a ton of time to make so not sure when

  • @ElighneArkaine
    @ElighneArkaine 3 роки тому

    Hey! We all love Bruce Lee

  • @TriggerHappyTTV
    @TriggerHappyTTV 3 роки тому

    Nice!

  • @letsgoPi
    @letsgoPi 8 місяців тому

    code monkey bruce lee crossover event confirmed

  • @7415_Gamer
    @7415_Gamer 3 роки тому +1

    Heard Bruce Lee's quotes.

  • @joaocarlosp.p.6550
    @joaocarlosp.p.6550 Рік тому

    Please how to break through the ground like "where's my water" game? I don't know how to do it.

  • @Tom-c5s6c
    @Tom-c5s6c 8 місяців тому +1

    Your Project Files link doesn't work

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  8 місяців тому

      How so? You can't open the page? unitycodemonkey.com/video.php?v=_8v4DRhHu2g

  • @DovyBL
    @DovyBL 16 днів тому

    What do I do if my background is a sprite renderer and so my quad is hidden by it? (using unity6 urp)

  • @gaboandres
    @gaboandres 3 роки тому

    Bro thats so cleaver! Do you think theres a way to make a similar system to make it work with 3D?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 роки тому

      This is very performance intensive so if you add a third dimension it will be tricky to get anything more than a puddle

  • @kafekrematory4701
    @kafekrematory4701 5 місяців тому

    Спасибо мужик \m/

  • @Aquarii_Z
    @Aquarii_Z 3 роки тому +1

    Am I missing a package or asset that I need to install? I don't see half the options you do.

    • @edmarsouza2479
      @edmarsouza2479 3 роки тому

      You need to install and set up the URP package (Universal Render Pipeline)

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 роки тому

      What options don't you see? Shader Graph? Install the Universal RP package

  • @starlightgames385
    @starlightgames385 3 роки тому +4

    Hmm. interesting. But without making the thing with the camera why not making the 2D collider a bit smaller. That way they can intersect. On the other hand without dublicating the object it would be much easier if we just use the particle system. That's another way to do it! :D
    btw I did not know the "not touch button". Thanks for showing me. :)
    also later i saw that he did the first thing i mentioned.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 роки тому

      The particle system could work but the main limitation is bound to be with the physics and not the rendering

    • @starlightgames385
      @starlightgames385 3 роки тому

      @@CodeMonkeyUnity True true. Woudn't stop me from creating crazy stuff with this. ;)

  • @EricSyz
    @EricSyz 3 роки тому +1

    Finnaly

  • @newgoogleaccount3526
    @newgoogleaccount3526 3 роки тому +1

    I am facing a problem on your "Simple Inventory System" video, please reply me there.

  • @alicanted
    @alicanted 3 роки тому

    Hi Code Monkey! Awesome tutorial, but are you using a different version of Unity? I don't have half the settings you have in my camera for instance. I'm using 2020 1.5, Personal

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 роки тому

      Are you using the Universal Render Pipeline?

    • @alicanted
      @alicanted 3 роки тому

      @@CodeMonkeyUnity That was it! Thanks. I must've missed that step in the tutorial. Never used URP before until now, great stuff! Thanks again, and thanks for sharing your knowledge and expertise!

  • @tranquilmagister8481
    @tranquilmagister8481 3 роки тому

    not sure if I follow but wouldn't this mean that the water is only visible on a square on the screen? since the quad doesn't take up the entire camera I mean...

  • @ZoZo-fh6tq
    @ZoZo-fh6tq 3 роки тому +1

    cool

  • @giulianoscalamandre1555
    @giulianoscalamandre1555 3 роки тому +1

    Hi. Is it possible to use this liquid system also for creating some sort of liquid based health bar? thanks in advance

  • @GreenGnoblin
    @GreenGnoblin 3 роки тому +1

    hi, very nice video! Can you make a similar video ( I mean liquid simulation) but for 3D games?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 роки тому +1

      Instead of Circles just use Spheres, but the performance requirements will be so intense you wont be able to simulate more than a puddle

    • @GreenGnoblin
      @GreenGnoblin 3 роки тому

      @@CodeMonkeyUnity true. What would you recommend for something more friendly performance?

    • @AlFredo-sx2yy
      @AlFredo-sx2yy 2 роки тому

      @@GreenGnoblin its been over a year and no response yet lol

    • @GreenGnoblin
      @GreenGnoblin 2 роки тому

      @@AlFredo-sx2yy haha yeah. I am not surprised.

  • @rfreewind
    @rfreewind 3 роки тому +2

    Uhh question, since you showed 3 different colors in one of the scenes, does this mean you have to create cameras for each shader?

  • @CaedmonMullin
    @CaedmonMullin Рік тому

    Why not just set the collider to be smaller than the circle, that way the sprites will overlap and it'll look more like one body of water?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому

      Performance reasons. If you make the collider super small and include thousands of particles it will indeed look more realistic, but it will be extremely heavy.