Supported Water Assets
WaterDataProvider
scripts are interfaces between the 3rd party water assets and Dynamic Water Physics 2. They tell the WaterObject where the water is.
! Assembly Definitions !
Due to inclusion of assembly definitions into this asset with v2.4 an additional step is required when setting up 3rd party water assets. The asset either needs to be referenced inside NWH.DWP2.asmdef
or all the .asmdef (assembly definition) files need to be removed from DWP2. If the 3rd party asset does not include an assembly definition file one should be added manually to the root of that asset, or the .asmdef files need to be removed from DWP2.
If removing .asmdef files make sure to tick Project Settings > Player > Allow 'unsafe' code. This code will not harm your device, it just allows unmanaged memory access (i.e. pointers) which are used for performance optimization inside DWP2.
Steps to reference a 3rd party asset inside Dynamic Water Physics 2:
- Open the folder containing the asset (e.g. Crest) and check if there is an .asmdef file there. Sometimes this file can be inside a Scripts or similar folder. If the file is missing create one by Right Click > Assembly Definition. Name the file the same as the asset, e.g.
Crest
. - Go to NWH/Dynamic Water Physics 2 and click on NWH.DWP2.asmdef file. Under Assembly Definition References click on + to add a new element to the list. Set the new element to the newly created .asmdef file, e.g. Crest.asmdef.
- Done. Now DWP2 will know about the 3rd party water asset and will be able to access the code from that assembly.
Flat Water Data Provider
FlatWaterDataProvider
can be 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).
Setup
- Attach
FlatWaterDataProvider
to theGameObject
representing the water. WaterObject
s will now float at the watertransform.y
position.
Crest Water Data Provider
Dynamic Water Physics 2 is compatible with Crest v10 or newer. Older versions have different API.
Crest supports water heights, normals and flows.
Crest Import
- Download and import Crest and Crest-Examples from here. For HDRP and URP version check Unity Asset Store.
- Open Crest-Examples ⇒ Main ⇒ Scenes ⇒ main scene.
- Remove the existing boat from the scene.
Adding a CrestWaterDataProvider
- Add
DWP_CREST
to Project Settings > Player > Scripting Define Symbols. - Find the
GameObject
containing theOceanRenderer
component. - Attach
CrestWaterDataProvider
to the object.
Adding a WaterObject
- Drag
Racer
prefab into the scene. - Press play. The boat will now float and follow the waves properly. If this is not the case check that the console states
DWP: Using Crest
and there are no errors or warnings.
LUX Water Data Provider
Setup
- Add
DWP_LUX
to Project Settings > Player > Scripting Define Symbols. - Attach
WaterDataProvider
toLuxWater_WaterVolume
.
RAM Water Data Provider
RAMWaterDataProvider
supports water heights, normals and flow and it inherits from RaycastWaterDataProvider
.
Setup
- Add
DWP_RAM
to Project Settings > Player > Scripting Define Symbols.
- Set up the scene as if using flat water, minus FlatWaterDataProvider.
- Add RAMWaterDataProvider to the scene. It does not have to be attached to any specific object.
- Make sure that the RAM object has a MeshCollider attached. This is required for Raycasts to work.
- Assign Water Layer to the River Auto Material water. Assign Object Layer to 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.
- R.A.M. setup is ready to go.
Ceto Water Data Provider
Setup
- Add
DWP_CETO
to Project Settings > Player > Scripting Define Symbols. - Attach
WaterDataProvider
toOcean
.
Ocean Next Gen Water Data Provider
Ocean Next Gen is supported but has not been updated regularly for over two years. Crest and Ceto will be better options.
Setup
- Add
DWP_OCEAN_NEXT_GEN
to Project Settings > Player > Scripting Define Symbols. - Attach
OceanNextGenWaterDataProvider
toOcean
.
SUIMONO Water Data Provider
Setup
- Add
DWP_SUIMONO
to Project Settings > Player > Scripting Define Symbols. - Rename SuimonoWaterDataProvider.cs.txt to SuimonoWaterDataProvider.cs.
- Add
SuimonoWaterDataProvider
to the object containingSuimonoModule
script.
Stylized Water Data Provider
Setup
Unlike other WaterDataProvider
s, the one for Stylized Water 2 is included with the Stylized Water 2 asset instead of DWP2.
- Set up the scene as per quick start guide for flat water, minus FlatWaterDataProvider.
- Go to Help → Stylized Water 2, and click the “Install integration” button. Wait until scripts have finished compiling.
- Add
StylizedWaterDataProvider
to the object containing OceanRenderer script.
KWS Water Data Provider
Setup
- Update the KWS Water first as there was an API change recently.
- Add
KWS_asmdef
toNWH.DWP2
assembly definition references. - Add
DWP_KWS
orDWP_KWS_HDRP
(depending on version used) toScripting Define Symbols
under Project Settings ⇒ Player ⇒ OtherSettings. - Attach
KWS Water Data Provider
to the GameObject containingWater System
(this game object is named Water in KWS demos).
Multiple Assets / Water Types
Multiple water types can be used in the same scene at the same time. This is achieved through triggers (Collider
s with isTrigger
set to true) attached to the same GameObject
as the WaterDataProvider
in question.
By default these colliders are created automatically on Awake
and are set to cover the whole world. However, it is possible to use a WaterDataProvider
just for a small part of the scene - such as a lake.
- Attach a
Collider
of any type (e.g.SphereCollider
) to theGameObject
containingWaterDataProvider
. - Tick
Is Trigger
on the collider. - Adjust the size/radius of the collider to cover the area you want the
WaterDataProvider
to have the effect on.
If there are multiple trigger volumes they will act as a queue, meaning the one that the object last entered will be currently active.