====== Local Wave Areas ====== Waves configured in [[.wave-profile]] can be affected by **Local Wave Areas**. \\ They are circular areas that you put on scene to modify amplitude, steepness and hillness locally. \\ With them you can e.g. make steady waves near land and high waves in storm area. \\ \\ Simply, create empty game object on scene and add ''Local Wave Area'' component. {{:water:local_wave_area.png?direct&400|}} * **Boundary** - here you define size of area - outer and inner radius, to create blending gradient. * **Influences** - multipliers for specific wave parameters when inside inner radius - for outer they are blended with default values. You can have many areas on scene and they can intersect each other (they will be blended together). \\ However, due to fact how waves algorithm works, each active area adds a constant amount of computation overhead no matter if it's visible on screen or not. \\ Because of that, there is hardcoded limit of maximum **32** active areas at once. \\ If you are going to use more than that, you can: * Increase limit in ''Constants.cs'' file * Deactivate areas that are far away from your current gameplay action - however, for multiplayer server you may want to have active them all at once to correctly process physics for every player in every area. {{:water:local_wave_area_scene.jpg?direct&400|}}