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Question by LinuxPenguin · Mar 07, 2017 at 02:08 AM · crasharray-out-of-range-except

BoatPhysics not working

Hi, I currently am having an issue with a tutorial posted on http://www.habrador.com/tutorials/unity-boat-tutorial/4-waves-endless-ocean with the endless ocean part. When I left the three scripts from the tutorial fully unedited, unity would freeze forcing me to quit and relaunch. But now I have fixed that error, and incountered a new one that is ("IndexOutOfRangeException: Array index is out of range. WaterSquare.GenerateMesh () (at Assets/Scripts/WaterSquare.cs:130) WaterSquare..ctor (UnityEngine.GameObject waterSquareObj, Single no, Single spacing) (at Assets/Scripts/WaterSquare.cs:56) EndlessWaterSquare.AddWaterPlane (Single xCoord, Single zCoord, Single yPos, Single squareWidth, Single spacing) (at Assets/Scripts/EndlessWaterSquare.cs:211) EndlessWaterSquare.CreateEndlessSea () (at Assets/Scripts/EndlessWaterSquare.cs:171) EndlessWaterSquare.Start () (at Assets/Scripts/EndlessWaterSquare.cs:36)")

Here are my slightly edited Scripts: WaterSquare.cs using UnityEngine; using System.Collections; using System.Collections.Generic;

 //Generates a plane with a specific resolution and transforms the plane to make waves
 public class WaterSquare
 {
     public Transform squareTransform;
     
     //Add the wave mesh to the MeshFilter
     public MeshFilter terrainMeshFilter;
 
     //The total size in m
     private float size = 5;
     //Resolution = Width of one square
     public float spacing = 3;
     //The total number of vertices we need to generate based on size and spacing
     private int width = 18;
 
     //For the thread to update the water
     //The local center position of this square to fake transformpoint in a thread
     public Vector3 centerPos;
     //The latest vertices that belong to this square
     public Vector3[] vertices;
 
     public WaterSquare(GameObject waterSquareObj, float no, float spacing)
     {
         this.squareTransform = waterSquareObj.transform;
 
         size = 5;
         this.spacing = spacing;
 
         this.terrainMeshFilter = squareTransform.GetComponent<MeshFilter>();
 
 
         //Calculate the data we need to generate the water mesh   
         width = (int)(size / spacing);
         //Because each square is 2 vertices, so we need one more
         width += 1;
 
         //Center the sea
         float offset = -((width - 1) * spacing) / 2;
 
         Vector3 newPos = new Vector3(offset, squareTransform.position.y, offset);
 
         squareTransform.position += newPos;
 
         //Save the center position of the square
         this.centerPos = waterSquareObj.transform.localPosition;
 
 
         //Generate the sea
         //To calculate the time it took to generate the terrain
         float startTime = System.Environment.TickCount;
 
         GenerateMesh();
         
         //Calculate the time it took to generate the terrain in seconds
         float timeToGenerateSea = (System.Environment.TickCount - startTime) / 1000f;
 
         Debug.Log("Sea was generated in " + timeToGenerateSea.ToString() + " seconds");
 
 
         //Save the vertices so we can update them in a thread
         this.vertices = terrainMeshFilter.mesh.vertices;
     }
 
     //If we are updating the square from outside of a thread 
     public void MoveSea(Vector3 oceanPos, float timeSinceStart)
     {
         Vector3[] vertices = terrainMeshFilter.mesh.vertices;
 
         for (int i = 0; i < vertices.Length; i++)
         {
             Vector3 vertex = vertices[i];
 
             //From local to global
             //Vector3 vertexGlobal = squareTransform.TransformPoint(vertex);
 
             Vector3 vertexGlobal = vertex + centerPos + oceanPos;
 
             //Unnecessary because no rotation nor scale
             //Vector3 vertexGlobalTest2 = squareTransform.rotation * Vector3.Scale(vertex, squareTransform.localScale) + squareTransform.position;
 
             //Debug 
             if (i == 0)
             {
                 //Debug.Log(vertexGlobal + " " + vertexGlobalTest);
             }
 
             //Get the water height at this coordinate
             vertex.y = WaterController.current.GetWaveYPos(vertexGlobal, timeSinceStart);
 
             //From global to local - not needed if we use the saved local x,z position
             //vertices[i] = transform.InverseTransformPoint(vertex);
 
             //Don't need to go from global to local because the y pos is always at 0
             vertices[i] = vertex;
         }
 
         terrainMeshFilter.mesh.vertices = vertices;
 
         terrainMeshFilter.mesh.RecalculateNormals();
     }
 
     //Generate the water mesh
     public void GenerateMesh()
     {
         //Vertices
         List<Vector3[]> verts = new List<Vector3[]>();
         //Triangles
         List<int> tris = new List<int>();
         //Texturing
         //List<Vector2> uvs = new List<Vector2>();
         
         for (int z = 0; z < 18; z++)
         {
             
             verts.Add(new Vector3[z]);
             
             for (int x = 0; x < 1; x++)
             {
                 Vector3 current_point = new Vector3();
                 
                 //Get the corrdinates of the vertice
                 current_point.x = x * spacing;
                 current_point.z = z * spacing;
                 current_point.y = squareTransform.position.y;
                 
                 verts[z][x] = current_point;
                 
                 //uvs.Add(new Vector2(x,z));
                 
                 //Don't generate a triangle the first coordinate on each row
                 //Because that's just one point
                 if (x <= 0 || z <= 0)
                 {
                     continue;
                 }
 
                 //Each square consists of 2 triangles
 
                 //The triangle south-west of the vertice
                 tris.Add(x         + z * width);
                 tris.Add(x         + (z-1) * width);
                 tris.Add((x-1)     + (z-1) * width);
                 
                 //The triangle west-south of the vertice
                 tris.Add(x         + z * width);
                 tris.Add((x-1)     + (z-1) * width);
                 tris.Add((x-1)    + z * width);
             }
         }
         
         //Unfold the 2d array of verticies into a 1d array.
         Vector3[] unfolded_verts = new Vector3[width * width];
 
         int i = 0;
         foreach (Vector3[] v in verts)
         {
             //Copies all the elements of the current 1D-array to the specified 1D-array
             v.CopyTo(unfolded_verts, i * width);
 
             i++;
         }
         
         //Generate the mesh object
         Mesh newMesh = new Mesh();
         newMesh.vertices = unfolded_verts;
         //newMesh.uv = uvs.ToArray();
         newMesh.triangles = tris.ToArray();
 
         //Ensure the bounding volume is correct
         newMesh.RecalculateBounds();
         //Update the normals to reflect the change
         newMesh.RecalculateNormals();
 
 
         //Add the generated mesh to this GameObject
         terrainMeshFilter.mesh.Clear();
         terrainMeshFilter.mesh = newMesh;
         terrainMeshFilter.mesh.name = "Water Mesh";
 
         Debug.Log(terrainMeshFilter.mesh.vertices.Length);
     }
 
 }

EndlessWaterSquare.cs using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Threading;

//Creates an endless water system with squares public class EndlessWaterSquare : MonoBehaviour { //The object the water will follow public GameObject boatObj; //One water square public GameObject waterSqrObj;

 //Water square data
 private float squareWidth = 3f;
 private float innerSquareResolution =9f;
 private float outerSquareResolution = 2f;

 //The list with all water mesh squares == the entire ocean we can see
 List<WaterSquare> waterSquares = new List<WaterSquare>();

 //Stuff needed for the thread
 //The timer that keeps track of seconds since start to update the water because we cant use Time.time in a thread
 float secondsSinceStart;
 //The position of the boat
 Vector3 boatPos;
 //The position of the ocean has to be updated in the thread because it follows the boat
 //Is not the same as pos of boat because it moves with the same resolution as the smallest water square resolution
 Vector3 oceanPos;
 //Has the thread finished updating the water so we can add the stuff from the thread to the main thread
 bool hasThreadUpdatedWater;

 void Start() 
 {
     //Create the sea
     CreateEndlessSea();

     //Init the time
     secondsSinceStart = Time.time;

     //Update the water in the thread
     ThreadPool.QueueUserWorkItem(new WaitCallback(UpdateWaterWithThreadPooling));

     //Start the coroutine
     StartCoroutine(UpdateWater());
 }

 void Update()
 {
     //UpdateWaterNoThread();

     //Update these as often as possible because we don't know when the thread will run because of pooling
     //and we always need the latest version

     //Update the time since start to get correct wave height which depends on time since start
     secondsSinceStart = Time.time;

     //Update the position of the boat to see if we should move the water
     boatPos = boatObj.transform.position;
 }

 //Update the water with no thread to compare 
 void UpdateWaterNoThread()
 {
     //Update the position of the boat
     boatPos = boatObj.transform.position;

     //Move the water to the boat
     MoveWaterToBoat();

     //Add the new position of the ocean to this transform
     transform.position = oceanPos;

     //Update the vertices
     for (int i = 0; i < 5; i++)
     {
         waterSquares[i].MoveSea(oceanPos, Time.time);
     }
 }
 

 //The loop that gives the updated vertices from the thread to the meshes
 //which we can't do in its own thread
 IEnumerator UpdateWater() 
 {
     while (true)
     {            
         //Has the thread finished updating the water?
         if (hasThreadUpdatedWater)
         {
             //Move the water to the boat
             transform.position = oceanPos;

             //Add the updated vertices to the water meshes
             for (int i = 0; i < 5; i++)
             {
                 waterSquares[i].terrainMeshFilter.mesh.vertices = waterSquares[i].vertices;

                 waterSquares[i].terrainMeshFilter.mesh.RecalculateNormals();
             }

             //Stop looping until we have updated the water in the thread
             hasThreadUpdatedWater = false;

             //Update the water in the thread
             ThreadPool.QueueUserWorkItem(new WaitCallback(UpdateWaterWithThreadPooling));
         }

         //Don't need to update the water every frame
         yield return new WaitForSeconds(Time.deltaTime * 3f);
     }
 }

 //The thread that updates the water vertices
 void UpdateWaterWithThreadPooling(object state)
 {
     //Move the water to the boat
     MoveWaterToBoat();

     //Loop through all water squares
     for (int i = 0; i < 5; i++)
     {
         //The local center pos of this square
         Vector3 centerPos = waterSquares[i].centerPos;
         //All the vertices this square consists of
         Vector3[] vertices = waterSquares[i].vertices;

         //Update the vertices in this square
         for (int j = 0; j < 5; j++)
         {
             //The local position of the vertex
             Vector3 vertexPos = vertices[j];

             //Can't use transformpoint in a thread, so to find the global position of the vertex
             //we just add the position of the ocean and the square because rotation and scale is always 0 and 1
             Vector3 vertexPosGlobal = vertexPos + centerPos + oceanPos;

             //Get the water height
             vertexPos.y = WaterController.current.GetWaveYPos(vertexPosGlobal, secondsSinceStart);

             //Save the new y coordinate, but x and z are still in local position
             vertices[j] = vertexPos;
         }
     }

     hasThreadUpdatedWater = true;

     Debug.Log("Thread finished");
 }

 //Move the endless water to the boat's position in steps that's the same as the water's resolution
 void MoveWaterToBoat() 
 {        
     //Round to nearest resolution
     float x = innerSquareResolution * (int)Mathf.Round(boatPos.x / innerSquareResolution);
     float z = innerSquareResolution * (int)Mathf.Round(boatPos.z / innerSquareResolution);

     //Should we move the water?
     if (oceanPos.x != x || oceanPos.z != z)
     {
         Debug.Log("Moved sea");

         oceanPos = new Vector3(x, oceanPos.y, z);
     }
 }

 //Init the endless sea by creating all squares
 void CreateEndlessSea()
 {
     //The center piece
     AddWaterPlane(0f, 0f, 0f, squareWidth, innerSquareResolution);

     //The 8 squares around the center square
     for (int x = -1; x <= 1; x += 1)
     {
         for (int z = -1; z <= 1; z += 1)
         {
             //Ignore the center pos
             if (x == 0 && z == 0)
             {
                 continue;
             }

             //The y-Pos should be lower than the square with high resolution to avoid an ugly seam
             float yPos = -0.5f;
             AddWaterPlane(x * squareWidth, z * squareWidth, yPos, squareWidth, outerSquareResolution);
         }
     }
 }

 //Add one water plane
 void AddWaterPlane(float xCoord, float zCoord, float yPos, float squareWidth, float spacing)
 {
     GameObject waterPlane = Instantiate(waterSqrObj, transform.position, transform.rotation) as GameObject;

     waterPlane.SetActive(true);

     //Change its position
     Vector3 centerPos = transform.position;

     centerPos.x += xCoord;
     centerPos.y = yPos;
     centerPos.z += zCoord;

     waterPlane.transform.position = centerPos;

     //Parent it
     waterPlane.transform.parent = transform;

     //Give it moving water properties and set its width and resolution to generate the water mesh
     WaterSquare newWaterSquare = new WaterSquare(waterPlane, squareWidth, spacing);

     waterSquares.Add(newWaterSquare);
 }

}` The last script was left unedited Im pretty sure I know the cause to these errors, but cant fix them.

BTW: I'm running an expiremental build on Linux : 5.6.0xb8

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avatar image LinuxPenguin · Mar 07, 2017 at 02:09 AM 0
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The Part where the script is messed up EndlessWaterSquare.cs is supposed to be a name of a different script

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Answer by LinuxPenguin · Mar 07, 2017 at 02:12 AM

If you need me to specify more information, I would be more than happy to

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