This is my growing frustration with unity and why I'm considering switching to Unreal. They need to start releasing features for their whole product, this is why Unity will remain second place
Thank God you guys are finally making an addition to Unity that us gamedevs actually asked for. I've been saying for a long time that a customizable, tweakable {preferably procedural} sky and water system built into the engine are no-brainers, since I would much rather use that than an asset store addon, but instead it's felt like you guys have focused on reinventing the wheel and doing things no one asked for since 2017. What a refreshing change in priorities. This looks terrific. Please, keep going with these types of tools! Now for the love of God, please document this well. I really don't want to see a repeat of what you did with the UI Toolkit's documentation during it's first year... PS: Kudos on the "Z-farting" tech announcement at 13:41. Looking forward to learning how to use that one...
The worst decision Unity ever made was to abandon built-in solutions in favor of Asset Store solutions. Unity needs to come prepackaged as a standalone development environment with things like basic game development components ready to go out of the box, rather than forcing devs to rely on third-party, often poorly-supported assets.
@@defiantparsnipI agree. Obviously Unity can't make every conceivable tool, but when it comes to customizable water, sky, and weather effects, those are no-brainers. We should not have to rely on 3rd party assets for things that are that ubiquitous.
@@drinkwwwaterrr mate you have to create textures in third party software to control the flow of the water and the shape of the waterfall, how is that nice to work with?
@@deathtidegame From what I've experimented with Unreal's water it's slow and very finicky, it might just be me but it always feels like I'm fighting against the water system to make it look how i want, it's never just an easy adjustment.
Good look! unity communication team should focus more on result based, easy to grasp video like these. Video titles talking about ECS, DOTS or Burst are kinda cryptic for non Unity users as they are dev oriented and not results oriented features. Even a dev can wonder what results are achievable from these names. Unreal marketers understood it well when they stick to catchphrase talking about results ONLY : Lumen does Light, Nanite renders complex models etc) But very good presentation and nice to have made the samples available!
Unity's freemium business model requires you to buy "engine feature DLCs" aka assets. There are tons of really good spline solutions there, so the chances are it will take them 5 years to add this, or you could just buy it. No seriously, think all the way back to when they released HDRP (2018). It took them 5 years to add a water shader. Lots of water shader assets have been released, deprecated, and entirely rewritten from scratch in that meantime.
There is already a Spline package I believe so that is basically already a road system you just need your own road models and textures to use it which is fine
@@shikhermyv just because someone criticized something that is true that means they hate the product in your mind? Unity is great if you're doing everything from scratch yourself but also terrible for doing anything using what the engine offers or doesn't offer at all. There's a lot of basic things missing from unity that should've been added long time ago but adding it would actually lose them money on Asset Store, so that's why they probably don't add them.
Not gonna lie as a unreal engine user I’m excited to see unity making a water system. I’ve tried unreals water system it has a lot of problems plus it can’t run well on my pc lol. I still love unreal engine though! Great Job Unity!
Really cool looking but disappointed that there isn't performance metrics shown for PC (with different popular GPUs) which makes me think it's really bad unless you're using top of the line GPUs. Even that laptop was chugging way before all the features were enabled.
@@shikhermyv it's unfortunately how unity does things, I also had the same experience with HDRP Clouds and hair packages. Also they were really buggy at times.
Hey, we profile on consoles because that's a metric everyone can use as reference (same hardware for everyone). Profiling on pc depends on so many factors that it means nothing. On top of that os and background apps are biasing results. PS4 is not really top of the line gpu Also, we were showing a video during the presentation, and even if we weren't screen capture softwares are heavy on the gpu
@@sandeepm809 *3 years ago, when they introduced a new water system. 6 years ago no one cared about Unreal that much and Unity was still the king. Only after Fortnite became a success they really started steal away the spotlight.
When you need to explain the complex name of something simple, you are doing things wrong. Name transparency as transparency, and not absorption distance.etc etc. It is idiotic how many confusing terms have been used in this tool and others to make it sound scientific and physically accurate. Sorry but it is neither scientific nor physically accurate and you are just making it difficult for people to just grab the new tool and start creating. The water looks great for some low-resolution amateur result...but looks and performs bad for professional high end production...
Ого! всего 8 лет понадобилось чтобы сделать ассет realistic water под hdrp) может вы шейдера speed tree 7 8 и все остальные сделаете рабочими, например? ) а, ну да, через 8 лет(
13:40 was absolutely golden.
I will now always call 'Z-Fighting' as 'Z-Farting'
Never take this down, Unity
Looks great, but I hope there will be an option for URP. Us URPers like nice things too!
Doesn't urp have some really nice free ones on the asset store?
it's coming to URP!!! in 5 more years :)
@@Kronos_LordofTitans yea URP has the most assets for water systems. Especially stylized
It's unfortunate because most of Unity's users use URP. So they left most of their market to suffer
This is my growing frustration with unity and why I'm considering switching to Unreal. They need to start releasing features for their whole product, this is why Unity will remain second place
Thank God you guys are finally making an addition to Unity that us gamedevs actually asked for. I've been saying for a long time that a customizable, tweakable {preferably procedural} sky and water system built into the engine are no-brainers, since I would much rather use that than an asset store addon, but instead it's felt like you guys have focused on reinventing the wheel and doing things no one asked for since 2017. What a refreshing change in priorities. This looks terrific. Please, keep going with these types of tools!
Now for the love of God, please document this well. I really don't want to see a repeat of what you did with the UI Toolkit's documentation during it's first year...
PS: Kudos on the "Z-farting" tech announcement at 13:41. Looking forward to learning how to use that one...
The worst decision Unity ever made was to abandon built-in solutions in favor of Asset Store solutions. Unity needs to come prepackaged as a standalone development environment with things like basic game development components ready to go out of the box, rather than forcing devs to rely on third-party, often poorly-supported assets.
@@defiantparsnipI agree. Obviously Unity can't make every conceivable tool, but when it comes to customizable water, sky, and weather effects, those are no-brainers. We should not have to rely on 3rd party assets for things that are that ubiquitous.
Looks nicer than Unreal’s
I gotta agree, also it looks much nicer to work with than Unreal's water system
One can dream, but good enough, I guess.
@@drinkwwwaterrr mate you have to create textures in third party software to control the flow of the water and the shape of the waterfall, how is that nice to work with?
@@deathtidegame From what I've experimented with Unreal's water it's slow and very finicky, it might just be me but it always feels like I'm fighting against the water system to make it look how i want, it's never just an easy adjustment.
@@drinkwwwaterrr if you take a closer look, this unity system seems way worse
awesome work.
Few clicks, realistic and beautiful results.
Bringing real power to developers.
Thanks Unity, this is the correct path!
This is beautiful! gread job Unity devs
You can make an entire game around just this new feature!
😮 great job 👍 it looks incredible
Wow, water has come a looooong way since I started back in the v3 days! :O Gorgeous!
Looking forward to see the equivalent into URP. The Boat-attack URP water shader isn't working anymore in 2022.2 version.
Will change my water using the new water system before my project goes bigger.
Fantastic system! but I can't find the mentioned sample scenes.
The water excluder thing is just 😮😮
Wow! ! what a very nice presentation Marie- Christine,very dynamic and fluent explanation.congratulation,Mario Lamarre
cool unity
Looks great!
Absolutely beautiful!
You guys need to add a water system for URP as well, even if it is only stylized water. It's unfortunate for only the HDRP to have this feature.
Well done. Looks great
Good look! unity communication team should focus more on result based, easy to grasp video like these.
Video titles talking about ECS, DOTS or Burst are kinda cryptic for non Unity users as they are dev oriented and not results oriented features.
Even a dev can wonder what results are achievable from these names.
Unreal marketers understood it well when they stick to catchphrase talking about results ONLY : Lumen does Light, Nanite renders complex models etc)
But very good presentation and nice to have made the samples available!
there is no objects swimming physics?
Subnautica 3 is about to be WILD
Yeah but what about the water system for URP?
now this is what we want unity! keep up the good work on adding useful features for us gamedevs!
road system when :)
Unity's freemium business model requires you to buy "engine feature DLCs" aka assets. There are tons of really good spline solutions there, so the chances are it will take them 5 years to add this, or you could just buy it.
No seriously, think all the way back to when they released HDRP (2018). It took them 5 years to add a water shader. Lots of water shader assets have been released, deprecated, and entirely rewritten from scratch in that meantime.
@@deathtidegame Do you hate unity?
There is already a Spline package I believe so that is basically already a road system you just need your own road models and textures to use it which is fine
@@shikhermyv just because someone criticized something that is true that means they hate the product in your mind? Unity is great if you're doing everything from scratch yourself but also terrible for doing anything using what the engine offers or doesn't offer at all. There's a lot of basic things missing from unity that should've been added long time ago but adding it would actually lose them money on Asset Store, so that's why they probably don't add them.
@@INeatFreak Unity is free for most people using it. No need to use it if it doesn't work for you. I only see people complaining all the time.
1 month later and the water samples still missing, water excluder and water deformer also not showing on 2022.2.21...
very nice work!
Finally, Awasome
While I'm focusing on URP now, it looks so great.
Not gonna lie as a unreal engine user I’m excited to see unity making a water system. I’ve tried unreals water system it has a lot of problems plus it can’t run well on my pc lol. I still love unreal engine though! Great Job Unity!
Amazing!
Insane!
very very impressive
Great works! Has Unity applied Burst compiler inside this incredible water system?
Yes, there's a scene in those sample (the island) that uses burst to make a bunch of seaguls float on the water surface
Best water shader so far!
great job Unity devs
Thats nice, I hope we can use it soon in hdrp 14.
what is the map and which software u used to make it? any learning material about that magical map that fixes all the problems?
It's literally peak of science
I created a demo, I didn't see the water item in the menu with modifiers deformers only the ocean?
Is there something similar to those water excluder systems to hide vegetation under a land vehicle ?
Switching back to unity
Very realistic!
这个帅啊,啥时候能上线呢?
Water exclusion is not in HDRP 14.0.8?
11:00
When I try to change my pen's ink
What version of unity is this? It looks great
look at 12:55 above
This looks nice. Just worried about the performance.
No crashing waves
Really cool looking but disappointed that there isn't performance metrics shown for PC (with different popular GPUs) which makes me think it's really bad unless you're using top of the line GPUs. Even that laptop was chugging way before all the features were enabled.
Dude stop making assumptions
@@shikhermyv it's unfortunately how unity does things, I also had the same experience with HDRP Clouds and hair packages. Also they were really buggy at times.
@@INeatFreak develop your own then.
Hey, we profile on consoles because that's a metric everyone can use as reference (same hardware for everyone). Profiling on pc depends on so many factors that it means nothing. On top of that os and background apps are biasing results. PS4 is not really top of the line gpu
Also, we were showing a video during the presentation, and even if we weren't screen capture softwares are heavy on the gpu
and that why now on we gonna say z farting XD 10/10 work as intended XD
Great ....now ... where can I get the stuff 😅
Unreal Engine speakers in the back looking kinda worried
correction: kinda don't care.
they don't care. UE5 is miles ahead of Unity anyway.
Lol unreal had this 6 years ago
@@sandeepm809 *3 years ago, when they introduced a new water system. 6 years ago no one cared about Unreal that much and Unity was still the king. Only after Fortnite became a success they really started steal away the spotlight.
peasant mindsets
Lot of French in the unity team! (on a le même accent les gars)
XD
C'est un accent vener
yes sir man :) go go les boys
yo im trying to sign in but its not sending me an email
please add geometry tessalation to shadergraph in urp !
Looks great, but really: speak slower, relax.
It is better to use unity spline system for rivers. Also dependency on external software is bad.
When you need to explain the complex name of something simple, you are doing things wrong. Name transparency as transparency, and not absorption distance.etc etc. It is idiotic how many confusing terms have been used in this tool and others to make it sound scientific and physically accurate. Sorry but it is neither scientific nor physically accurate and you are just making it difficult for people to just grab the new tool and start creating.
The water looks great for some low-resolution amateur result...but looks and performs bad for professional high end production...
skill issue tbh
damn. why do they have to frame the video that way. 99.9 percent of your audience is UA-cam.
Ого! всего 8 лет понадобилось чтобы сделать ассет realistic water под hdrp) может вы шейдера speed tree 7 8 и все остальные сделаете рабочими, например? ) а, ну да, через 8 лет(
Looks like Sea of Thieves
16:14 Who cares about consoles? HDRP supposed to be for PC. What's the performance for PC?
Performance in the presentation is terrible tho. How would you try to sell something with a bad presentation ?
well, it will take another 1 million years and unity will release water with normal performance without memory leaks and a normal waterline
I think Dmitri K is closer with his estimation
Sorry, this video doesn't have anything involving the DPS system, and as such, has no longer piqued my interest. Reported.
Unity shaking out of sheer fear right now after you reported them
@@user-24Sj389 XD
lawl
What's a DPS system
@@thomasfalcon6350 damage per second (i guess)
ok , any tutorials in detail?
just meet the built in water system in Unreal 5...Can you even do that? Lets see.