Water System – Physics, Wakes, & Waves
Intuitive Gaming Solutions
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Fully interactive water: wakeboard dynamic boat wakes, watch rain fill lakes, burst dams into floods, and crack thin ice under weight, full physics. Unity BIRP, URP, HDRP with tons of demo scenes.Support for Built-in, URP 12+ and HDRP 12+ render pipelines.Each pipeline's demos are in a separate demo package.More from this publisher:Fish In VR - A complete physics driven VR fishing solution for Unity game engine.Drive In VR - A powerful VR driving system that lets you steer using a steering wheel or handle bars using your XR controllers (or hand tracking).Adaptive Hands - An easy to use tool for creating adaptive hands that conform to the world using easy-to-use visualizations and tools like hand symmetry.Damage System - An advanced damage and weapon system for your game.Chess Engine & AI - A complete multiplayer chess game that includes AI opponents. Mobile devices supported.Water System - Physics, Wakes, & WavesReal water physics for Unity: wakes, waves, rivers, rain, floods and ice, all sharing one water.Water System makes water part of your gameplay instead of a backdrop. Every wave, wake, current and flood is real water that physics, rendering and audio all agree on. A passing boat's wake rocks moored boats far behind it, rain turns a dry basin into a lake that barrels float on, and a dam break floods a valley and carries the cargo away. All of it is deterministic, saveable and network ready.🚤 Wakes and Boats🌊Real Kelvin wakes: the true 19.5° wake of real water, computed from hull speed, length, beam and draft, and shared exactly by physics and rendering.🏄 Wakeboarding physics: boards plane on water pressure, cut across the wake on their edge and launch off its lip.🛥️ Wakes with memory: when a boat turns, its wake rolls on along the old track and rocks floating objects long after the boat has gone.⚙️ Boat engines: thrust curve, ventilation, cavitation, rudder, cruise control and propeller wash that pushes floating objects away.💥 Planing and slamming: hulls get lift from water pressure, slam into waves and launch off wakes.🕳️ Flooding compartments: breach a hull and water pours in until the boat trims down and sinks, unless it is pumped out.⚓ Mooring and anchors: lines go slack, pull taut and part; anchors drop, hold and drag.🌊 Oceans and Waves🌌 FFT and Gerstner oceans: thousands of waves from a physical, wind-driven spectrum that builds up and calms down smoothly.♾️ Endless oceans: no edges anywhere, detailed near the camera and coarse at the horizon.🐾 Wind and gusts: cat's paw gust patches drift across the sea, with spray and whitecaps in strong wind.🏖️ Breaking surf: waves steepen over the shallows, curl into white water and wash foam up the beach.🚀 Constant-cost queries: GPU readback makes a surface sample about 0.5 µs, however many waves there are.🏞️ Rivers and Waterfalls〰️ Spline rivers: width, depth and flow per point, carved into your terrain with painted banks.💨 Physical currents: fastest at the centre, slow at the banks, with foaming rapids where the water runs fast.🔗 Seamless joints: rivers flow out of lakes, into other rivers and out to sea with no visible edge.🌁 Waterfalls: falls find the water below on their own, churn their plunge pools and carry logs over the lip.🌧️ Rain, Floods and Ice🌧️ Rain that fills the world: rain runs downhill and collects as puddles, ponds and lakes that things float in, then dries up again.🪣 Rain zones: tanks, cisterns and ponds that fill, overflow and drain.🏚️ Floods and dam breaks: a GPU shallow-water simulation spills across terrain and around buildings, with a rolling, foaming front.🧊 Breakable ice: walk on ice as thick as the load needs; heavy impacts break it into real floes that float away.✂️ Cut, melt and refreeze: carve holes and channels like CSG, and melt or freeze the ice at run time.⚖️ Buoyancy and Physics🪵 Exact buoyancy: voxelized bodies roll, pitch, right themselves and capsize naturally; set a density and they float at the right depth.🌀 Drag and currents: currents, river flow and wave motion carry floating objects, stable at any time step.🎯 One query API: points, boxes, spheres and capsules get exact submersion on every water type.🛟 Hundreds of bodies: distance LOD and sleeping keep hundreds of floating objects at 60 FPS.🫙 Dry interiors: clip volumes make dry hulls, habitats, moon pools and diving bells.✨ Rendering💎 Rich shading: Fresnel reflections, sun glint, refraction, depth color, crest scattering and soft edges.🪞 Reflections: built-in screen-space reflections and planar reflections for mirror-like water.🫧 Persistent foam: foam from crests, surf and wakes drifts with currents and fades slowly.🚤 Objects make waves: bow waves, rings and wakes that bounce off shores and cross each other.🤿 Underwater: fog with a true half-submerged waterline, Snell's window, caustics, sun shafts and drifting particles.💧 Wet surfaces: shores darken where waves wash up, and objects stay wet after leaving the water.🔊 Sound💥 Physics-driven splashes: impact speed and displaced volume decide how loud each splash is and which sound it uses, from a plop to a heavy splash.🚤 Living soundscape: engines, propeller churn, hull slaps, rivers, waterfalls, surf, wind and rain.🤿 Underwater muffling: a smooth change at the waterline to a muffled underwater mix.🎚️ Smart 'voice' pool: important sounds get the voices first, and bursts merge so 18 crates make one big splash.🔌 Bring your own audio: a swappable backend for FMOD or Wwise, or delete the optional audio layer entirely.🌍 Multiplayer, Saving and Big Worlds🤝 Deterministic: one seed and a shared clock give identical water on every machine, with no state streamed.💾 Save and load everything: the sea, boats, wakes, ice, floods and every floating object, in one call.📡 Network sync: about 150 bytes per floating object for live updates, with no allocations.🛰️ Floating origin: double-precision water stays exact 10,000 km from the start. Supports origin shifting.🧾 Sea codes: share a short text code and anyone gets the same sea.🛠️ Tools and Customization🎨 Water Designer: tropical, North Atlantic, alpine lake and murky swamp presets with live tuning; save your own looks and blend between them at run time.🏞️ Lakes from an outline: draw a shore on your terrain and build the whole lake in one step.🪝 Fully moddable: hooks on every system to modify or veto behaviour, and adapters for the clock, wind, waves and audio.🧰 Editor tools: creation menus, handles, gizmos, a debug window and an in-build debug overlay.🕹️ Eighteen demo scenes: wakeboarding, floods, rain, harbour, frozen lake, waterfalls, endless ocean and more, all with sound.DocumentationUnity versions: Unity 2022.3 LTS to Unity 6 (compile-verified on 2022.3, 6000.4 and 6000.5).Render pipelines: Built-in, URP 12+ and HDRP 12+, with one water material for all three.Input systems: legacy Input Manager, Input System package, or both.Scripting backends: Mono, IL2CPP, CoreCLR.Platforms: all platforms; no compute shaders required. On WebGL, physics uses the CPU path instead of GPU readback.


