FloatWaterDataProvider is used for all flat water systems.
It can even be used with wavy water systems if the waves have 0 amplitude to improve performance (sometimes drastically as the water heights are always queried with wavy water system, even if there are no waves).
FlatWaterDataProviderto the GameObject representing the water.
CetoWaterDataProviderto the object containing
Crest supports water heights, water normals and flow. It is one of the best wavy water systems to use with DWP2 and free to boot.
Please always use the latest Crest commit with DWP2 as the Crest API has changed a few times in the past. Crest releases on GitHub are usually outdated so do not use these.
CrestWaterDataProviderto the object containing
Max query count (4096) exceeded, …create a new AnimatedWaveSettings file, set the
Max Query Countto a larger value than default and assign it to
LuxWaterDataProviderscript to the object containing
Ocean Next Gen is supported but has not been updated regularly for over two years. Crest and Ceto will be better options.
OceanNextGenWaterDataProviderto the object containing
RAMWaterDataProvider supports water heights, normals and flow and it inherits from
RaycastWaterDataProvider, meaning that the setup steps are the same.
RAMWaterDataProviderto the scene. It does not have to be attached to any specific object.
Water Layerto the River Auto Material water. Assign
Object Layerto all the
WaterObjects in the scene. This is an important step as the script will disable physical collisions between the two layers to prevent the
WaterObjects from sitting on top of the mesh collider that R.A.M. uses instead of interacting with water.
SuimonoWaterDataProviderto the object containing