Quick Start Guide#
This section provides a summary of common steps for setting up water with links for further reading:
Add water: Add Crest water to your scene as described in section Adding Crest to a Scene.
Water surface appearance: The active water material is displayed below the Water Renderer component. See Water Appearance for documentation on water appearance.
Add Waves: Add Shape FFT component to a Game Object and assign a Wave Spectrum asset. Waves can be generated everywhere, or in specific areas. See section Waves.
Shallow Water: Reduce waves in shallow water. See section Shorelines and Shallows.
Oceans, Rivers and Lakes: Crest supports setting up networks of connected water bodies. See section Water Bodies.
Underwater: If the camera needs to go underwater, the underwater effect must be enabled. See section Underwater.
Dynamic wave simulation: Simulates dynamic effects like object-water interaction. See section Dynamic Waves.
Watercraft: Several components combined can create a convincing watercraft. See page Floating Objects.
Networking: Crest is built with networking in mind and can synchronise waves across the network. It also has limited support for headless servers. See section Network Synchronisation.
Open Worlds: Crest comes with “shifting origin” support to enable large open worlds. See section Shifting Origin.