I wasn’t very pleased with the texture of my water, so I looked around for some more realistic textures and I found this video.
The shader in blender looks like this:
i did it by getting the bones of the ocean surrounding the player then plugging the characters x and z positions into the equation of the plane (of the bones) to get the y value if the players y value is less than the given y value then start swimming and boats is a bit more complicated
Yes, just as @S0MBRX said.
Some extra points:
Plug in the offset twice, to get a better approximation of the actual waveheight at a position.
Look at ‘swimpart’ resources on the devforum and see how they make your character swim.
For a boat, I would first make a floating part, then make this part invisible and weld the actual boat model to this floating part.
Making a single part float is easier than a complex boat model…
For boat movement, start with a SmoothTerrain water boat and play with the forces.
One last thing is to add a force that resists motion. This will make everything more stable especially with players jumping on top of the parts. (Also torque)