Animated harbour water, speed-sensitive wakes, foam splashes and boat feedback for Unity URP. Editable source, three prefabs and an interactive demo.Verified in Unity 6000.5.0f1 with Universal RP 17.5.0 and Linear colour space. Install URP through Package Manager and keep Unity’s built-in Particle System module enabled for foam splashes. Assign an URP pipeline in Graphics and Quality; an example asset is included. Importing does not change project settings. Built-in, HDRP, earlier versions and device frame rates are not certified.Add motion to a miniature harbour with animated water, expanding ripple rings, speed-sensitive distance-spaced stern wakes, small start/stop foam splashes, floating/banking visuals, loading pops and blocked-move nudges.Included:Four reusable C# components: WaterRipples, BoatWake, FloatingVisual and VisualFeedback.Two editable URP shaders and three water colour presets.Three ready-to-use prefabs and an interactive demo with simple placeholder boats.Editable C# and shader source plus offline setup/API documentation and a four-page PDF guide.Version 1.1 adds speed-controlled wake opacity and a bounded foam splash pool. Existing two-argument EmitWake calls remain supported. Move your boat root with your own controller; the visual components do not change gameplay or collision routes.Verified in Unity 6000.5.0f1 / Universal RP 17.5.0 with Linear colour space. Install URP separately and keep Unity’s built-in Particle System module enabled. Importing does not change project settings.Flat horizontal water only: no physical waves, fluid simulation, buoyancy, reflections, depth/shoreline foam, underwater rendering, audio or haptics. Demo boats are editable placeholders; Toy Harbor models and Harbor Jam gameplay are separate. Previews show the included Unity scene.Support: mohanhamal999@gmail.comPortfolio: https://almond-brains.cheekyfairy.chatgpt.site4 runtime components: WaterRipples, BoatWake, FloatingVisual and VisualFeedback. 2 URP shaders, 3 water presets, 3 prefabs, 1 interactive demo scene and 1 demo controller. No Toy Harbor asset dependency.Default ripple mesh: 48 pooled rings/arcs × 24 segments; 2,304 vertices and 2,304 triangles. Buffers are reused and emissions replace the oldest slot. BoatWake uses actual travel direction, distance spacing and speed-sensitive opacity, capped at eight arcs per frame. A single splash Particle System is capped at 64 particles; start/stop transitions emit a ring and small foam burst. Disable clears rings and particles. No per-burst GameObjects.Water is horizontal, unlit and opaque; animated colour highlights do not displace geometry. Foam is alpha blended and does not cast shadows. No external textures. These counts are not a device performance guarantee.Keep movement/colliders on the root, floating/banking on a visual child and pulse/nudge on a separate child. Boat models face +Z. WaterRipples must remain upright with unit scale. Teleports above the configured threshold clear wake history. The original two-argument EmitWake call remains supported; a strength overload and EmitSplash are available.Requires Unity 6000.5.0f1, Universal RP 17.5.0, Linear colour space and the built-in Particle System module. Assign an URP asset in Graphics and Quality if needed. Built-in, HDRP and earlier Unity/URP versions are not certified. No third-party Asset Store dependencies.Known Unity Editor note: a fresh 6000.5.0f1 import may log ArgumentOutOfRangeException during Editor SearchDatabase initialization. This originates outside the FX runtime; clean-import runtime verification completed successfully. See the included guide and README. Unity Asset Store EULA applies.OpenAI Codex/ChatGPT assisted with C# scripts, shaders, demo setup and documentation. The effects were adapted into a bounded ripple mesh, distance-spaced wakes and separate visual transforms, then integrated into reusable prefabs and verified through clean import and runtime checks. Previews are renders of the included Unity scene.







