I am trying to create water, and right now I got it through dynamically generating waves on a mesh. But now I want to make my boat manipulate these waves, and cause a Kelvin Wake on top of this. enter image description here

Fact is I generate the water using different tiles, repeating the same pattern dynamically. So How would I generate this on top of a dynamically generated mesh(plane)? Without also manipulating the other tiles (planes)?

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    \$\begingroup\$ I'm not sure if the developers chime in, but there's an extended discussion of World of Warship's implementation here: forum.worldofwarships.eu/index.php?/topic/… \$\endgroup\$ Sep 11 '15 at 14:40
  • \$\begingroup\$ As a side note, you might want to make these waves fade after a while as opposed to going on for such a long distance. \$\endgroup\$
    – Lolums
    Sep 12 '15 at 7:33
  • \$\begingroup\$ @Lolums I was planning to make the trail last through out the visual range of 1000 UU (unity units). After which I wanted to make them fade away \$\endgroup\$
    – Dimitri mx
    Sep 12 '15 at 11:15
  • \$\begingroup\$ I don't think you find an answer here, I suggest to find one of the graphic team worked on warship game, and see if he has a blog then post a question upthere, peoples who knows how to model this kind of expert features are lower than both hands fingers in number, but if you succeed to find I will be happy to up vote your selfs answer too. \$\endgroup\$
    – Iman
    Sep 13 '15 at 11:14
  • \$\begingroup\$ recently I come across this article, check if it helps you habrador.com/labs/unity-boat-tutorial/7-water-wakes \$\endgroup\$
    – idurvesh
    Sep 15 '15 at 4:58

How I would go about something like this is to make a grid, like a sort of heightmap. And if a mesh is in the grid try to calculate (on a 2d plane) how deep it will be in the water, then, based on this heightmap, generate the waves in the water.

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    \$\begingroup\$ This answer would benefit from more detail about how you would actually go about these calculations, given a moving boat. It also doesn't address the asker's question about limiting the tiles affected by the modification. \$\endgroup\$
    – DMGregory
    Sep 15 '15 at 13:44

I have 3 suggestions. first: You might try and create the effect using a particle system. second: You can try and use TrailRenderer for a trail. third: You could try and create a mesh with such trail shape, parent it to the boat and depending on the speed/distance to increase the size of it on one/two axes.

  • \$\begingroup\$ Could you maybe elaborate a bit more on your second point? The first option sounds fairly plausible, at-least for the foam part. As for your third point, taken into account that the water surface won't be flat, how would this be applied on the crossing point of planes? \$\endgroup\$
    – Dimitri mx
    Sep 16 '15 at 16:10

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