β’ Fast and easy to setup - either manually or through one-click wizard.
β’ Simulate any object of any shape or size, as long as it has a mesh.
β’ Extremely well optimized. ~0.02ms CPU time on average per object in the demo scene, ~1.2ms total for 70 objects. (Wavy water performance depends on 3rd party asset used)
β’ Utilizes Burst-enabled Unity Jobs to make use of multiple CPU cores.
β’ WaterObjects are ribidbodies and interact with water only through use of forces. No translation or rotation applied.
β’ Uses in-built algorithm to generate a simplified simulation mesh meaning that high-poly models can be used without affecting performance.
β’ Suitable for both desktop and mobile.
β’ Works with any positive object scale.
β’ Works under water.
β’ Water effects work with any flat water and are auto-generated using simulation data.
β’ Included C# source code, manual and everything seen in the demo.