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 WaterObject
s 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.WaterObject
s 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
to Project Settings > Player > Scripting Define Symbols.GameObject
containing the OceanRenderer
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 WaterDataProvider
s, 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 (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.
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.