WaterObject is the main script of DWP2. It handles all the buoyancy and hydrodynamics calculations.
WaterObject gets the data needed for simulation from the Simulation Mesh. This is a static mesh that will be used for simulating water/object interaction and can either be the original mesh or a simplified version of it. WaterObject provides basic tools for mesh triangle decimation, removal of co-located vertices, and convexification - if needed.
WaterObject density should be above ~15kg/m. Large volume, extremely low mass objects can cause the object to jump/fly away when falling into the water.To get info about individual fields hover the mouse over the field and a tooltip will pop up.
Check WaterObjectManager page for more info about instantiating WaterObjects at run-time.
Water Particle System is a component that generates particles based on simulation data from Water Object Manager. It can be added to any Water Object.
Water Particle System has been rewritten from the ground up for DWP2 and now it has virtually no performance or memory overhead except for the cost of the Unity’s Particle System it uses to render particles.
Water Particle Systems emits only along X-Z axis and does not work with wavy water assets. For that asset-specific foam has to be used (if available).
Emit - Particles will only be generated when this field is ticked.Render Queue - Render queue of the particle material. If particles are rendered behind the water increase the value to be just above the value of the water’s render queue.Surface Elevation - Height above water surface at which the particles will be emitted.Start Size - Starting diameter of the particle.Sleep Threshold Velocity - If rigidbody’s velocity is below this value particles will not be emitted. Do not set to 0 as that will result in (invisible) particles constantly being generated, even when object is still.Initial Velocity Modifier - Velocity at the point of contact with water is multiplied by this value to get the initial particle velocity. If set too high it will seem as if the particles are flying away from the object.Max Initial Alpha - Maximum initial alpha (transparency) of the foam. If set to 1 foam will be opaque, 0 and it will be invisible.Initial Alpha Modifier - Higher contact force with water will result in higher initial alpha (up to Max Initial Alpha). This field sets the sensitivity of alpha related to the force.Emit Per Cycle - How many particles should be emitted in each cycle? If there are not enough contact points with water less particles may be emitted.Emit Time Interval - Interval between emission cycles in seconds.Position Extrapolation Frames - To counteract the initial fade-in and apparent lag of the particles, the emission position is predicted a number of frames in advance. If this number is set too high particles will appear as if emitting in front of the object
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.
MassFromVolume is a helper script that calculates object's mass from volume of the mesh and the density.
Mass field can also be set manually.MassFromChildren to calculate mass of complex objects (objects having more than one child WaterObject).
A helper script for determining mass of a Rigidbody from the children. It sums the masses of all the children that have WaterObjectMassHelper scripts attached. This eliminates the need for guessing the mass of the object.
Rigidbody component.WaterObjectMassHelper attached or the result will be 0 and ignored.Rigidbody's mass.