Water Walking Boots
Purchasable low-poly boots that let players run and jump on water without pushing boats or nearby items.
By PonyFisher
CHANGELOG
Changelog
0.3.11
- Removed the F8 test-spawn key and its configuration so it cannot conflict with boat mods.
- Water Walking Boots are now obtainable only through the Island 4 StoreClerc purchase.
- Reduced the invisible water support from 4x4 metres to a compact area beneath the player's feet.
- Made the water support ignore boats, loose and held items, NPCs, and other players so it cannot push or launch them.
- Preserved normal walking, sprinting, and jumping on the water surface.
0.3.10
- Fixed sprinting while standing on water with the boots active.
- Fixed normal ground jumping from the water surface.
- Registered the invisible water support as jumpable ground.
- Prevented the swimming movement state from overriding boots-supported movement.
- Raised the support height slightly so the player no longer rests partly inside the water.
0.3.9
- Fixed a multiplayer third-person issue that could stretch one of the holder's arms across the map.
- Removed stale hand IK references inherited from an unrelated vanilla item prefab.
- Kept the custom 3D boots model, pickup, drop, vendor sale, and water-walking behavior unchanged.
0.3.7
- Removed the separate hotbar icon and green status-effect overlay objects.
- Displays the transparent boots image through the slot's own built-in image surface.
- Clears the boots' hidden 3D preview mesh so it cannot render a white or missing-material artifact.
- Captures and restores every slot's original texture, material, UVs, color, and input state when the boots move.
- Tightened the icon framing while retaining a narrow transparent safety margin.
0.3.6
- Replaced the hotbar artwork with a clean transparent 3D-style boots preview.
- Reset the custom hotbar image material and UVs whenever a slot receives the boots.
- Water Walking Boots can now be sold through a money vendor for $7,500, half their purchase price.
0.3.5
- Renamed the model hierarchy and materials so Better Oceans no longer adopts the boots as stray water surfaces.
- Added a material keeper that restores the original boot materials if another renderer system replaces them.
- Added the required
Itemtag to the pickup trigger so dropped boots are detected by the normal hand scanner. - Explicitly keeps the custom item pickable and ignored by seagull and money-NPC item handling.
- Removes stale custom hotbar overlays immediately when an inventory slot is reused.
0.3.4
- Replaced the generic blue box with a low-poly pair of water-walking boots.
- Added separate uppers, soles, glowing water treads, cuffs, straps, and buckles.
- Uses the same 3D model when held and when dropped in the world.
- Kept the 0.3.3 pickup fix, item behavior, vendor, controls, hotbar icon, and water-walking mechanics unchanged.
0.3.3
- Fixed Water Walking Boots becoming un-pickable after being dropped.
- Added dropped-item state keeper.
- Re-enables pickup trigger whenever boots are not held.
- Re-enables physical world collider whenever boots are not held.
- Restores rigidbody gravity, collision detection, non-kinematic state, and wake state.
- Refreshes dropped-item state immediately after
SetSyncedHolderchanges. - Water-walking mechanics and v0.3.2 visuals are unchanged.
0.3.2
- Left working water-walking physics unchanged.
- Added dedicated first-person Water Walking Boots visual.
- Hidden item's broken runtime renderer while boots are locally held.
- Held visual now uses the same blue box + boots-art design as the purchased/dropped item.
- Added fixed first-person held position/rotation/scale.
- Disabled the game's broken custom-item preview only on boots hotbar slots.
- Added clean static boots icon overlay to the hotbar slot.
- Restores vanilla item preview when the slot no longer contains boots.
- Replaced green ON indicator's default UI Image with a generated 1x1 RawImage texture.
- Intended to eliminate white/glitchy hotbar artifacts.
- Vendor, price, toggle controls, dropped model, and water walking are unchanged.
0.3.1
- Added actual water-surface footing while Water Walking Boots are ON.
- Added invisible 4x4 support collider that follows the local player at water height.
- Added player-feet correction to lift partially submerged players onto the surface.
- Added downward-velocity suppression near the water surface to prevent sinking through the support.
- Left normal land movement untouched.
- Replaced broken custom-item hotbar preview with a separate static boots-icon UI overlay.
- Static icon does not overwrite the existing hotbar texture.
- Kept the small green ON indicator above the boots slot.
- Kept E activation/deactivation overlay.
- Kept Island 4 StoreClerc vendor and $15,000 price.
- Kept blue-box dropped item model.
0.3.0
- Added E-key Water Walking Boots ON/OFF toggle while the boots are held.
- Added held-item overlay showing
E: Activate Boots/E: Deactivate Bootsand current ON/OFF state. - Removed custom hotbar texture replacement that was corrupting the hotbar visuals.
- Added a tiny green ON indicator above the boots' hotbar slot.
- Indicator is hidden while boots are OFF.
- Reworked dropped world item into a plain blue cube with boot-art icon faces.
- Added visual keeper to keep dropped/held boots from being replaced by the moving-water-looking renderer/material.
- Island 4 StoreClerc vendor target and $15,000 purchase remain unchanged.
- F8 host test spawn remains available.
0.2.3
- Fixed v0.2.2 compile failure.
- Restored
TryPurchaseBoots(). - Restored
SetPurchaseStatus(). - Restored
InstallVendorHoverPatch(). - Restored interactable hover callbacks.
- Exact Island 4 StoreClerc targeting is unchanged.
- Purchase price remains $15,000.
- F8 test spawning remains available.
0.2.2
- Removed generic vendor/shop/merchant detection.
- Removed the temporary F7 vendor scanner.
- Vendor purchase is now restricted to the exact Island 4 main-shop clerk.
- Exact target:
IslandHolder/NPCs/StoreClerc NPCin sceneIsland4. - Added camera-raycast matching based on the successful diagnostic scan.
- Added a small proximity fallback that still requires the exact Island 4 clerk.
- Casino, grill, gun shop, unrelated NPCs, and other islands no longer qualify.
- Purchase remains
[9] Buy Water Walking Boots - $15,000. - F8 host test spawning remains available as a development backup.
0.2.1
- Added F7 vendor/NPC diagnostic scanner.
- Scanner reports the hovered interactable when available.
- Added camera-raycast fallback for NPCs that do not expose the normal hover reference.
- Added nearby-NPC fallback when neither hover nor raycast resolves a target.
- Scanner logs scene name, GameObject name, position, hierarchy path, layers, tags, parent components, and child components.
- Existing F8 test spawning and generic vendor purchase logic remain unchanged.
0.2.0
- Added Water Walking Boots vendor purchase option.
- Shows
[9] Buy Water Walking Boots - $15,000while at a shop/vendor. - Added shop/vendor detection through the game's Interactable hover system.
- Added proximity fallback for shop stands when hover focus is temporarily lost.
- Added affordability check using
MoneyManager.Money. - Successful purchase deducts $15,000 with
MoneyManager.AddMoney. - Purchased boots spawn through
ItemManager.Instance.SpawnNewItem. - Purchased boots are placed directly into the local player's hands with
SetSyncedHolder. - F8 host test spawning remains available as a development fallback.
0.1.1
- Fixed build failure caused by the missing Unity input assembly.
- Added
UnityEngine.InputLegacyModule.dllto the project references. - Added
UnityEngine.InputLegacyModule.dlltobuild.ps1. - No gameplay behavior changed from the v0.1.0 item test.
0.1.0
- First custom-item foundation test.
- Added runtime registration for Water Walking Boots.
- Added host-only F8 test spawn.
- Added custom Water Walking Boots inventory/hotbar artwork.
- Simplified dropped world item to a blue cube using the boots texture.
- Assigned the item a $15,000 cost/value for the future vendor implementation.
- Water walking, vendors, toggling, and glow are intentionally deferred until the item itself is verified.