WaterDataProvider scripts are interfaces between the 3rd party water assets and Dynamic Water Physics 2. They tell the WaterObject where the water is.
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:
Crest.
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).
FlatWaterDataProvider to the GameObject representing the water.WaterObjects will now float at the water transform.y position.
Dynamic Water Physics 2 is compatible with Crest v10 or newer. Older versions have different API.
Crest supports water heights, normals and flows.
DWP_CREST and DWP_CREST_5 (only if using Crest 5) to Project Settings > Player > Scripting Define Symbols.GameObject containing the CrestWaterRenderer (Crest 5) or OceanRenderer (older versions) component.CrestWaterDataProvider to the object.Racer prefab into the scene.DWP: Using Crest and there are no errors or warnings.DWP_LUX to Project Settings > Player > Scripting Define Symbols.WaterDataProvider to LuxWater_WaterVolume.
RAMWaterDataProvider supports water heights, normals and flow and it inherits from RaycastWaterDataProvider.
DWP_RAM to Project Settings > Player > Scripting Define Symbols.DWP_CETO to Project Settings > Player > Scripting Define Symbols.WaterDataProvider to Ocean.Ocean Next Gen is supported but has not been updated regularly for over two years. Crest and Ceto will be better options.
DWP_OCEAN_NEXT_GEN to Project Settings > Player > Scripting Define Symbols.OceanNextGenWaterDataProvider to Ocean.DWP_SUIMONO to Project Settings > Player > Scripting Define Symbols.SuimonoWaterDataProvider to the object containing SuimonoModule script.
Unlike other WaterDataProviders, the one for Stylized Water 2 is included with the Stylized Water 2 asset instead of DWP2.
StylizedWaterDataProvider to the object containing OceanRenderer script.KWS_asmdef to NWH.DWP2 assembly definition references.DWP_KWS or DWP_KWS_HDRP (depending on version used) to Scripting Define Symbols under Project Settings ⇒ Player ⇒ OtherSettings.KWS Water Data Provider to the GameObject containing Water System (this game object is named Water in KWS demos).
Multiple water types can be used in the same scene at the same time. This is achieved through triggers (Colliders 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.
Collider of any type (e.g. SphereCollider) to the GameObject containing WaterDataProvider.Is Trigger on the collider.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.