I have an issue that I find it hard to tackle.
I have created the famous ocean with gerstner waves material. I am trying to make buoyancy and have copied the formula into a function for the actor. The time phase of the wave formula is a float that the GameState generates and shares to the actor and material parameter.
I input my actors location, and apply the offset received to the actors transform hoping to see the actors z position follow the waves. But there is a huge dysnc. It is like the waves on the actor function seems to be much, much slower (even after multiplying time by 3).
Is there someone out there, who knows about a common misconception or a structural issue that I need to consider? or have a tutorial that involves actor buoyancy?
At this stage, I am going to be testing whether the wind direction on the function is the same as the ocean.