Migration to Shorelines and Old Water Deprecation

I’m working on a new place that hasn’t been published yet, and I don’t have that script visible in my terrain editor.

image

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Anyone have a place I can test it for myself?

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Hello there!
Quick question, I would love to know, if Shorelines drain more performance then old water.

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I fail to see how this will “break” any game? This update can be simplified as “water will not be merged to terrain, and will be seperate”.

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I’m working on a published group game and I cannot find the option to upgrade to shorelines. Does anyone else have this issue and do they know how to fix it?

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Just wish to raise a current issue with this feature: Upgraded shorelines causes extremely inaccurate water collisions

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Water gets visibly expanded by a few studs when in certain shapes too. This isn’t purely a ‘water and terrain are now seperate’ change.

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I didn’t know that

Character Limit Character Limit

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All new places are already using Shorelines, so no need to do the upgrade :slight_smile:

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Is it possible that your place is already using Shorelines? The upgrade isn’t available in the menu once it was already applied.

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Thank you! Our team is looking into this.

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I’m not sure, but I had no Studio update and the water looks the same. After comparing with the videos of shorelines and old water in the main post of this topic, the behaviour I’m seeing looks more like shorelines when examining the water. It is automatic for published places? Is there any quick way I can check?

Edit: I did a bit more research and found out the WaterWaveSpeed and WaterWaveHeight are likely indicators of shorelines. I think the upgrade was automatic as I found these under the Terrain object.

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The hitboxes can mislead, and it looks bad because it does not rise towards the shore like in real life.

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I will address multiple concerns in this thread by points, but just so I do not repeat myself, let me first present some crucial details in the Shorelines update that have not been entirely obvious:

  1. The main changes definitely are that (a) water was “unwelded” from the solids and that (b) one voxel can contain both water and a solid. Those were crucial to be able to create smooth shallow shores/beaches. But that is of course not all.
  2. Yes, water now internally automatically “expands” a bit to the sides. But it mainly does that when solids are present on the side. It has to, because the water voxels (just like e.g. sand) are inherently “rounded”. Without this, if you filled water in a pool with vertical sides, it would curve downward at the walls. Water has to be “rounded” otherwise one couldn’t make nice rounded waterfalls and smoothly flowing rivers. It also expands a bit downwards to fill bottoms of pools.
  3. Besides all the above, the old water had a serious bug in how it handled the y coordinate of the top surface. Any water surface was previously always 2 studs (half a voxel) lower than a solid surface of the same values. This helped hide the buggy look of water at least at more “steep-ish” shores. However, since a voxel vertex cannot be allowed to run outside of the voxel’s box (so as not to cause overlaps etc) - it had to be clamped to the voxel box after the 2 stud offset. The somewhat unfortunate result of this was that some vertical positions of water top surface were just NOT POSSIBLE. I.e, for several two different voxel values, you’d get the same level of water.

This element #3 - and the fact that the shorelines update had to fix this bug - is probably what is causing a lot of confusion. Some of the shapes you were able to get before are not possible now - plainly because those were bugs. They had to be eliminated to be able to provide correctly smoothed surface of sloping water.

Please consider the following images (and I will attach placefiles for your examination below):

Figure 1:


Figure 2:
Figure 3:

Fig 1 and 2 are the same placefile before and after upgrade. Fig 3 shows the blocky parts that were used to generate this water.

The “staircase” in the background consists of 5 blocks with vertical offset of 0, 1, 2, 3, 4 studs.
The foreground “slab” is just a large slightly sloping block.

In Fig 1, you can clearly see how offsets y=1 and y=2 in the background generate the same y position, and also see the ugly staircasing in the foreground slope.

In Fig 2, those in the background are positioned correctly. (You still see 5 levels because that is not the full smoothness. There are 255 possible positions between y=0 and y=4.) And the foreground slab is “mostly smooth”. There is a remaining hint of jaggedness, but that is due to conversion and the terrain still not being perfectly smooth in all cases anyway.

Placefiles below:
WaterElevationQuantization.rbxl (45.1 KB)
WaterElevationQuantization-UPGRADED.rbxl (45.1 KB)

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I think what you are seeing here might be due to the y-snapping bug in the old water as described in my longer explanation here.

If that is the case, you indeed should be able to fix this by just editing to your desire. It should work because as you can see in the explanation, the new water is more precise than the old one, not less.

If that is not the case, please provide a place file that demonstrates this problem.

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The fact that you were able to create sharp water edges before was a bug in the old water as described in my longer explanation here. The whole point of the shorelines upgrade is to make sure that water is nice and smooth without any sharp artifacts.

To our knowledge, there shouldn’t be any significant performance difference. If you think you have a case where that happens, let us know, please.

It is on our radar and we’re tracking this feature request, but the team is currently working on other priorities and we don’t have plans for it at this time.

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Unfortunately, as @hyperhumanist answered, Shorelines doesn’t support creating water voxels with sharp edges. Good to read you were able to find a workaround with parts!

Separately, I’m also tracking a feature request for allowing cubic water voxels, but we don’t have plans regarding this request at this time.

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Those 2 properties would show up without Shorelines as well, but if you don’t have the upgrade option available, it’s normally because the place was already upgraded.

A good way to check if you have Shorelines, is to look at your water shores. If the water is animating and moving where it connects with land and if the edges are smooth, then that’s Shorelines!

If your water shores have sharp edges and are not animating with the waves, please let us know. That would be a bug.

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