I am checking for flow elements in the scene and activate all flow components then with this Coroutine:
IEnumerator _flowactive(bool b)
{
var mat = Instantiate(oceanRenderer.OceanMaterial);
mat.SetFloat("_Flow", b ? 1 : 0);
yield return new WaitForEndOfFrame();
_setCrest("_createFlowSim", null, b);
yield return new WaitForEndOfFrame();
oceanRenderer.OceanMaterial = mat;
}
I use coroutine because it does not work synchronous.
This works in the editor but not in any player.
The flow itself works, but the rendering does not show the flow.
So before digging deeper, the question is: how much overhead does flow create, when there is no flow splines. Then I would just leave it on, if it does not matter.
Current Behavior
I am checking for flow elements in the scene and activate all flow components then with this Coroutine:
I use coroutine because it does not work synchronous. This works in the editor but not in any player. The flow itself works, but the rendering does not show the flow.
So before digging deeper, the question is: how much overhead does flow create, when there is no flow splines. Then I would just leave it on, if it does not matter.
Expected Behavior
flow rendering
Steps To Reproduce
No response
Unity Version
2021.3.31
Crest Version
latest
Render Pipeline
Universal
Editor or Standalone
Standalone
Environment
Anything else?
No response