Simulating Ripples in Unity

The obvious technical problem with our design is how to implement ripples.

Luckily, I did some searching and found this. I am not near my MacBook so I have not had a chance to mess with the code, but we can do so tomorrow. The good news is, benbritten’s code provides a great starting point.

For this game, the cancel effect of capillary waves will have to be amplified with reduced accuracy. This is to give the player some leeway in skill, and prevent the game from becoming unfair, what with the inaccuracy of microphone input anyway.

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