Having more or less conquered Unity’s water (touch “wood” ha ha) I’ve moved on to populating the other building in v r 3 with “third party water” – that is, water I’m obtaining from Unity’s Asset Store. I’ve only installed four of them so far, but already there are interesting elements surfacing (ha ha?):
Broken water. Not unlike Unity’s water, I’m definitely running into problems with the third party water here and there, and it again reveals assumptions being made about the purpose/nature of water in videogames. One of the water’s I’m using comes with a prefab (readymade version) that is scaled to be enormous (100×100 units) which, when you place it in the world, makes it more like a reasonably large lake. Naturally that’s not the size I want in my game – I want a 0.1×0.1 scaled bit of water (1000 times smaller!). But when I scaled the water down to my size, it turns out to “break” it in the sense that all the default parameters are tuned to the water being large. It’s thus been an ongoing battle to work out how to tune the parameters to allow for the concept of a small amount of water. This water “wants” to be a lake, and I want it to be a puddle.
The people’s water. Now that I have water from multiple creators (Unity, plus each of the creators of the third-party water), you really start to get this sense I’d wanted of comparing water to water, and notably thinking of the water as something created by different people. Recontextualised as something to look at, and labelled with the creator’s name (like CruduxCruo above), the person behind the water comes more into focus and the water becomes, even more, something constructed.
Purposeful water. While the main Unity water is clearly trying more or less to look like “real water” of different qualities, it’s already the case that the third-party waters demonstrate different ideas about what water is for in a videogame environment. Notably, I have some cartoon-style water alongside some realistic water alongside some water that defaults to looking like surf rushing across sand. So we have not just the aesthetics of parameters tweaks to realism (in the Unity building), but also larger questions of how to represent water graphically.
The price of water. Most of the water on the Unity Asset Store costs money. Naturally this leads to questions of whether the water you’re looking at in the game was worth the cost (I’ve added the cost to each of the didacts). This naturally interacts with the purpose idea above. Your initial reaction might be that more expensive water should look more realistic, perhaps, but there might be other considerations that will come up through the exhibition. (There are also hidden considerations like how “easy to use” the water is, how many parameters it offers, etc.) This is also shown in a really nice way because the one free water I’m displaying also has a paid version, so there’s a direct comparison there of what added value you get when you use the paid version.
There’s bound to be more as I proceed, but it’s kind of amazing to me just how generative this stuff is in terms of really thinking about how videogames are constructed, how game engines work, and so on. I’m quite pleased with it.